Today I want to present you short proposition consisting one of the most important problems occuring in the game - low usefullness of regions with wood and stone. We have seen quite a few possible solutions, some of them were better some of them worse, but in the end none of them was actually implemented into game to solve this problem. Here is my shot(it's pretty simple I guess):
1. Wood, wood, woodo.
"OMNOMNOMNOMNOM, GOOD ESTATE IS GOOD."
In my opinion the regions that suffer mostly from current situation are those which have wood as their special resource. Countries with wood as high resource have generally much lower profits from taxes, their markets are less stable, as well as many of their citizens work abroad, what generates situation in which new citizens may have problems with finding work without being exploited by boss. That's why I thought about some significant change in game to change this situation. Here is the deal :
Currently wood has only one way to use - building houses, which are indestructible and every player needs only one to benefit all available profit from it. There were some ideas to make those houses destructable under some low percentage of possibility, but many players object because this kind of randomness may be significant cause of losses for unlucky players, whereas other ones wouldn't even spot the difference plus there is a chance of losing house by some new players who won't have enough gold to buy a new one, so in effect there would be no benefit for the house sellers from them, despite of their loss.
My idea is to introduce brand new product - Infrastructure(name of the product is questionable, if you have better idea how to call it, feel free to write).
This building could be placed in particular regions by the congressmen for 30-day period(for example) and would give bonus to production depending on its quality. For example Q1 will give 1% bonus to production in the area, when Q5 gives 5% of benefit. This low percentage won't make a huge difference, but may be used by the governments to attract investors to their country. Each region could have only one piece of infrastructure in the same time, but if the state officials have better quality available to deploy, they could do it by making new deployment law(they would get information if there is better or same quality of infrastructure already deployed so the law won't pass) and as soon as it's done, old infrastructure is destroyed(new one lasts for 30 days from the moment of closing voting in deployment law). I'm not sure if they should be destroyed when the province is taken by other country, so I leave that to discussion. I believe the cost of creating infrastructure should be slightly higher than creating an estate of the same quality - eg. it should be mutliplied by 1.2 or 1.25.
This solution should generate constant demand for wood, so the regions with this resource would generate significently bigger profits.
Other possible use of the "infrastructure" item would be increasing productivity in medium regions by twice as much percentage as in the high ones, so when a region with medium resources gets infrastructure bonus it has only slightly lower production bonus than high region, what may encourage citizens and governments to invest in them.
2. Stone, rock 'n' roll
This idea is one of the simpliest ideas ever. Currently we can see DS in almost every major battle of the e-Sim world. Their commonness is mostly caused by their low cost in raw. In real life building defence structures is expansive process, which requires lots of raw and work, whereas on e-Sim almost every country can afford boarders filled with DS's, so the easiest way to increase benefits is to increase raw required to build a single structure. Most countries certainly have enough reserves to pay more for DS's and since they are more expensive, people will appreciate them.
That's suggested change in cost of building DS(and possibly hospitals but they are used rarely so maybe lower cost may attract to use them) :
Now After implementing changes
Q1 300 450
Q2 600 900
Q3 900 1350
Q4 1200 1800
Q5 1500 2250
Feel free to comment and post your ideas
Wersja polska
Ogólnie idzie o to że tacy Hiszpanie albo Francuzi ciÄ…gle kwiczÄ… że drewno to tylko do kominka i w pizdu, że majÄ… sÅ‚abe warunki, biede i ogólnie metr muÅ‚u, wiÄ™c można im postawić nowÄ… opcjÄ™ - infrastrukturÄ™, która bÄ™dzie dawaÅ‚a bonus do produkcji(Q1 - 1%; Q5 - 5%) i bÄ™dzie stawiana przez kongres w danym regionie na 30 dni. Bonus niewielki ale i tak napewno znajdzie siÄ™ mnóstwo rzytoff co sobie takie coÅ› w ogródku bÄ™dÄ… chcieli postawić. W sprawie Stone'a to jak dla mnie wystarczy podnieść koszt budowy DS'a i tyle powinno styknąć.
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.
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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
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according to their own.
So come and join them and help your country achieve its full potential.
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