Esim - [SI] Choices
Login:
Password:

Forgot password Register

Article


17
[SI] Choices (Economical)
Posted 5 years ago by
Khan Koljo Veliki    
Report


I want to warn all of my subscribers that this article is dedicated solely for the members of Sick Individiuals, so it most likely wont be interesting to you.



Alright boys, currently we are standing on a crossroad with 2 possible paths from an economical point of view, I'm making this article with the intention to explain the 2 different paths, their pros and cons and after you read the article I want you to vote in the poll for which path you think we should take.

Voting in the poll is mandatory for all 11 members. After we have all 11 votes we will go with the path that has majority of votes.



Why do we need to change the current way that MU works ?

Since forming the MU, we've had a simple rule - Take as much supplies as you want, hit as much as you want, just return all BHs that you take to MU so we can keep on buying supplies indefinitely.

This method has proven itself to be not really working because we are a bunch of rankers and we don't really do any BH hunting, we just see a big battle, set our BO there and dump hundreds of millions of damage.

We've managed to keep MU running and we probably can manage to keep it running this way in the near future, but since this is a perm server we should focus on the long term, we want our MU to be a global superpower for a long period of time and in order to achieve this we must change the way things work.



What are the possible solutions ?

As I already mentioned, there are 2 possible solutions to this problem, I will thoroughly explain both of them now -



Possible Path #1

The first possible path that we can take is the path of purchasing the supplies that we need.

As of the time being our MU is focused in producing entirely Q5 weps and partially the iron we need for those Q5 weps, our production of Q5 weps is huge and we can afford to tank in various battles without any effort because we have 4 Q5 weps comapanies, 2 Q5 irons and 2 Q4 irons.

Thus we need to buy on a regular principle Q5 Food, Q5 Gifts, Q1 Weps and from time to time when iron goes low we also need to buy iron. Which means that we need to buy 4 different types of products.

The idea that I came up with is to divide the 11 MU members in 4 different groups, each group will be responsible for buying a different type of product. There will be 3 groups with 3 people each, and 1 group with 2 people.

The 3 groups having 3 people will be responsible for buying either Q5 Food, Q5 Gifts or Q1 weps. The group with 2 people will be responsible for buying Iron when it goes low.

In order for everything to be fair, I created a simple C# program which generates 11 numbers on a random principle without repeating any of the previous numbers. The program gave this result -



Which means that the groups are as follows -

First group = 4 , 1 , 8;
Second group = 11 , 3 , 7;
Third group = 2 , 6 , 10;
Fourth group = 9 , 5;

Each number represents the number that you're placed in the MU when you open our initial page -



Which means:

First group = Khan Koljo Veliki , Rousseau , BlackDevil .
Second group = S7R1KeR , tim12 , Belmond0 .
Third group = Pitka , Just Drake , Sasuke Uchiha` .
Fourth group = The Black Tiger , Vandal_Savage .

By default, since Iron needs to be bough once in a while, and when we buy 20/30k we can handle our Q5 weps production for a few weeks with that, fourth group which holds 2 members needs to buy Iron by default.

The other 3 groups, once again in order for everything to be fair, I used the same C# program to generate 3 random numbers.

Number 1 = Food;
Number 2 = Gifts;
Number 3 = Weps;

After running the program the result was the following -



Which means that:

First group = Number 1 = Food;
Second group = Number 3 = Weps;
Third group = Number 2 = Gifts.

And as a whole the result is the following:

Khan Koljo Veliki , Rousseau , BlackDevil would be responsible for buying Q5 Food on a regular principle.

S7R1KeR , tim12 , Belmond0 would be responsible for buying Q1 weps on a regular principle.

Pitka , Just Drake , Sasuke Uchiha` would be responsible for buying Q5 Gifts on a regular principle.

The Black Tiger , Vandal_Savage would be responsible for buying Iron on a regular principle.

What does a 'regular principle' mean?

By default we follow simple rule, if you open MU storage and you see that our stocks are below 500 Q5 Food, 500 Q5 Gifts, 3000 Q1 Weps and 10 000 Iron, that automatically means that you have to buy supplies.



Possible Path #2

This possible path was proposed by Rousseau and holds as much efficiency if perhaps not even more than the first possible path.

The idea is to produce our supplies ourselves and to buy only the raws that we need. This means that we will eventually build atleast 1 Q5 Food company, 1 Q5 gift company and several Q1 wep companies.

If we chose this path, all our members would need to contribute for the initial investment of building those companies, we would need initially between 800 and 1000 Gold
.

Why is this method more efficient than the other one?

We made some small calculations and we found out the following -

If we put 4 workers which have around 8 ES and work averagely 3 times per day in the Q5 Gifts company we will produce around 700 Q5 Gifts on a daily principle spending 7000 diamonds in the process.

If we put 4 workers which have around 8 ES and work averagely 3 times per day in the Q5 Food company we will produce around 1300 Q5 Food on a daily principle spending roughly 6500 grain in the process.

So we will need to purchase 7000 diamonds and 6500 grain on a daily principle which by looking at current #ATrade prices would cost us roughly 110 Gold
(daily).

By producing that much supplies daily we would be able to stock huge amounts of supplies and be prepared to hit huge amounts of damage in every occasion that we get and we will also be able to even sell part of those supplies in order to pay for our expenses.

The questions is that we need to be able to find 4 workers per each company which will have high ES and will work on a regular principle, so I further allowed myself to extend this idea.

We have 11 MU members and we need roughly 8 workers each of them having ~8 ES. Currently I am not aware of the correct gold salaries for that ES (Tried searching without success) I will assume that ES 8 gets around 7.5 Gold
per work.

And if averagely one worker works 3 times per day, that means that one worker would cost us 22.5 Gold
daily.

My idea is that 1 MU member will have to hire and pay 1 Gold worker, since we need only 8 gold workers, that means that we will have 3 MU members left without a gold worker, those 3 members will be responsible for buying the needed raws on a daily principle.

You may be wondering why you dont see Q1 weps in this equation? Because this is a large idea, we will implement it step by step, if we throw ourselves and try to start producing everything simultaneously we have high chances of failing thus we will do everything step by step, if everything works out perfectly we will also implement this same idea for Q1 weps, untill then we will buy Q1 weps.


Technically I think that I've explained everything, but since I've written 9000 characters until now its completely possible that I could have forgotten something, if you have any questions do not hesitate to answer either in our discord, as a comment below this article or send me a PM.

Thank you for your time,
Khan Koljo Veliki .



Previous article:
World at War [ Ed. 2 ] (5 years ago)

Next article:
World at War [ Ed. 3 ] (5 years ago)

ESim
or
Register for free:
Only letters, numbers, underscore and space are allowed (A-Z,a-z,0-9,_,' ')
Show more

By clicking 'Sign Up!', you agree to the Rules and that you have read the Privacy Policy.

About the game:


USA as a world power? In E-Sim it is possible!

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.


forum | Terms of Service | Privacy policy | Support | Wikia | Alpha | Luxia | Primera | Secura | Suna | Viva | Lima | Elysia | esim political game
PLAY ON