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I feel like I’m forgetting about something…
Oh crap!
This article’s been a long time coming, huh? Nearly 7 months since I even mentioned I’d do one of these, well I can’t promise it was worth the wait but here it is, here are my personal opinions on NPCs being introduced to the game; how I believe they’d impact it, what they’d have to offer, how they’d help make everything more fun, what’re the risks involved with introducing them and how to prevent those risks.
First off, you might be asking why even have NPCs? Well, this might be just me but I think the whole game’s barren, and not just because of the low number of people who play it, if you take everything into consideration you have only about 5.000 active citizens in primera, then stretch that out between the 86 nations we currently have in this server and you’ll see we’re spread pretty thin. I believe implementing NPCs would help revitalize the economies of several dead nations that were conquered and can’t gain their independence. Plus it’s something new at least; it brings a bit of a random simulation vibe to the game that makes you feel like you’re a part of a society instead of just being in a small group.
What NPC’s could bring to the Economy: NPCs could be cheaper labour who’d each have their own specialties when it comes to careers. For example let’s say NPC #1’s talents lie in being a cook, but the AI makes him apply and get a job at making weapons, he could get a penalty to production of let’s say 50% and he’d only be able to produce at his full potential if he were to be producing food in a food company. This could bring in some form of strategy by the part of the employers and keep them on the edge constantly, checking their companies regularly to see if no NPC’s started working for him and is doing more harm than good, the way these NPCs would go to jobs could be at total random or by using an aforementioned AI (nothing too complicated, I’m sure the devs could work something out), all they’d have to make sure is that about half of these NPCs would go and work for their proper companies, after all in real life if you know you’re good at chopping wood for example you won’t put on an apron and go work at a restaurant, right?
What NPC’s could bring to Politics: This, I believe will be a hard one to sell to you all but here goes nothing… I think NPCs should have a right to vote. Now, before you grab your pitchforks hear me out! NPCs would still be kept from actual political roles like congress and presidency, but depending on the laws that’re passed by the president and the congress, we could see the NPCs opinions change (a little graph at the bottom of every law for example saying if the majority of the people agreed with the congress’s decision or not, for example) and as their opinions waver it could influence their vote for the next election. Let’s say the taxes for something were lowered or raised, depending on the effect that’d have for the country the NPCs could opt to vote for another party or another candidate the next general election, or if your country rarely ever wins battles the NPCs could get sick of always losing and next election vote for a new government/president. If all that sounds too complicated then we could always have the CP get a pop-up daily with some social choice (e.g. There’s been a drought! Will you send help to residential areas or production areas?, There’s a newspaper that’s publishing bad remarks about you! Will you silence them or allow them to express their opinions? etc) each choice with positives and negatives to really make the game interesting.
How to properly implement NPCs? That’s simple; we could take real life demographics from across the globe and add them into the game, let’s say real life Spain has 1.000.000 people, eSpain would receive 1:1000 of that population in NPCs (1000 NPCs to be more exact).
Of course massive countries like China, India, Brazil, Indonesia, etc would then have massive advantages since they have a high population, so to counter that we could simply divide countries in 3 categories, low population, medium population and large population and the amount of NPCs would be the same for each country living countries with the same density, for example.
I’m sure there are a million plus flaws with this idea but I had this article coming for a while now and with Orlandio’s contest I thought I might as well try it. But do let me know of any criticisms you might have in the comments, point out flaws in my logic and give me ideas as to how to deal with an NPC addition to primera, I might just to a revisioned version of this article with all those things.
In E-Sim we have a huge, living world, which is a mirror copy of the Earth.
Well, maybe not completely mirrored, because the balance of power in this virtual world looks a bit
different than in real life. In E-Sim, USA does not have to be a world superpower, It can be
efficiently
managed as a much smaller country that has entrepreneurial citizens that support it's foundation.
Everything depends on the players themselves and how they decide to shape the political map of the
game.
Work for the good of your country and
see it rise to an empire.
Activities in this game are divided into several modules.
First is the economy as a citizen in a country of your choice you must work to earn money, which you
will get to spend for example, on food or purchase of weapons which are critical for your progress
as a fighter.
You will work in either private companies which are owned by players or government companies which
are owned by the state.
After progressing in the game you will finally get the opportunity to set up your
own business and hire other players. If it prospers, we can even change it into a joint-stock
company and enter the stock market and get even more money in this way.
In E-Sim, international wars are nothing out of the ordinary.
"E-Sim is one of the most unique browser games out there"
Become an influential politician.
The second module is a politics. Just like in real life politics
in E-Sim are an extremely powerful tool that can be used for your own purposes.
From time to time there are elections in the game in which you will not only vote, but also have the ability
to run for the head of the party you're in.
You can also apply for congress, where once elected you will be given the right to vote on laws
proposed by your fellow congress members or your president and propose laws yourself.
Voting on laws is important for your country as it can shape the lives of those around you.
You can also try to become the head of a given party, and even take part in presidential
elections and decide on the shape of the foreign policy of a given state
(for example, who to declare war on).
Career in politics is obviously not easy and in order to succeed in it, you have to have
a good plan and compete for the votes of voters.
You can go bankrupt or become a rich man while playing the stock market.
The international war.
The last and probably the most important module is military.
In E-Sim, countries are constantly fighting each other for control
over territories which in return grant them access to more valuable raw materials.
For this purpose, they form alliances, they fight international wars, but they also have
to deal with, for example, uprisings in conquered countries or civil wars, which may explode on
their territory.
You can also take part in these clashes, although you are also given the opportunity to lead a life
as a pacifist
who focuses on other activities in the game (for example, running a successful newspaper or selling
products).
At the auction you can sell or buy your dream inventory.
E-Sim is a unique browser game.
It's creators ensured realistic representation of the mechanisms present
in the real world and gave all power to the players who shape the image of the virtual Earth
according to their own.
So come and join them and help your country achieve its full potential.
Invest, produce and sell - be an entrepreneur in E-Sim.
Take part in numerous events for the E-Sim community.