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Post by Marcasia726 on Sept 21, 2022 13:15:24 GMT
There should be different countries and cities in game, not necessarily real ones, and players are free to choose, but moving a company will cost money after the first time, which is free because everyone will initially be in the same country.
Each country can have a slightly different tax (which isn't in the game yet but would be good to add with this mechanic), accounting cost, labor cost (producing/retail), economy, demand and natural resource abundance. Location will also determine transport costs.
Edit: Competition should be a factor, as if a lot of companies sells many cars in Country A, then demand would decrease, and prices would fall.
I know wars/military will not be included, so I'm not sure if this can be added: negative country relations. We can however simulate trade agreements, tariffs and so on.
I know this is hard to implement, but it will add more depth to the game.
Ideally this will also be added with a real estate/housing industry (there are several decent suggestions for this in the New Industries forum, and I will update this if I make my own.)
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Post by chadastbreweries on Oct 3, 2022 0:04:36 GMT
For the country question it can be likewise got a continent with some countries that have randomly a specific climate a specific underground . And all of thems will need an energy systems a banking an water systems an school systems an industrial one a logistical one . And all countries of the continent will work in competition. So the workforce numbers could the underground the costs of energy and taxes to sustain the systems will be interesting. And every week all players will vote for the country policies as important as the workers they have . The international exchanges will be a challenge.
The only one thing hard here to think will be the limits of buildings . Will thinks the systems as kingdom games ? Or we will keep our imaginary city systems as the actual ?
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