Post by northindustry on Jun 10, 2024 16:08:00 GMT
After playing for a period of time, I would like to make some suggestions for industry adjustments in the game. As the content of this article has been revised and submitted, there may be some lag in the current situation where some sales industries have already been adjusted. In addition, due to my English proficiency not supporting my ability to write long articles, this article was written through translation software. If you have any difficulties reading it, please forgive me.
Firstly, regarding the issue of resellers in the aerospace industry, I am not completely opposed to reselling. However, the low cost of reselling erodes the profits of both the sales and manufacturing ends, which is more harmful than beneficial to the industry as a whole. Therefore, resellers need to be curbed in a certain way.I will introduce the specific method later.
When I was a newcomer, what often troubled me was the issue of cash flow, so I had been looking forward to the emergence of futures, but unfortunately it was eventually cancelled.I have to admit that I am quite tired of constantly finding someone to receive the goods, or because of the time difference, suppliers and demanders cannot reach transactions with me in a timely manner.
Therefore, I hope to introduce a new industry to alleviate such problems, which is the shipping industry. Firstly, there will be new construction of ports and airports. Ports can be used to operate various cargo ships, while airports can be used to operate airplanes. Ports require the use of ships, containers, and trucks for transportation, while airports can use cargo planes and trucks for transportation. It is worth noting that the ships, cargo planes, and trucks here are not consumables, or rather they are raw materials for the shipping industry, with daily depreciation fees that can also be updated.
Ships can be built by shipyards, and you can choose to become an upstream player in the shipping industry, or you can purchase other people's ships to become a part of the shipping industry. The shipping industry can borrow an existing game module, the government order module. Following the matching model of the market, bulk commodities can be sent to other players by filling in orders without the need to contact them.
For example, if I want to purchase a large amount of crude oil, I can place an order that provides the appropriate shipping cost, goods quotation, and delivery time. Players can match the demand, and players who think the price is appropriate can fill in the crude oil, while players who think the shipping cost is appropriate can provide transportation. This order requires the buyer to provide a deposit to avoid being unable to close. The order itself can be set with different lengths of waiting time, so that players can decide whether to rush to close or expect a longer but lower price. After the order is successfully matched, the transaction has actually ended, and the system can directly send the payment from the buyer to the seller. When the transportation time is over, the buyer receives the goods, and the transportation party gains profits. In the initial stage, to ensure the operation of the mechanism, introducing government transportation companies would be a good choice to provide a guiding price for the shipping industry.
Airports can be used to transport aerospace components, while cargo planes can be produced from hangars, increasing the selling price and transportation costs, allowing production costs, production profits, shipping costs, and sales profits to match the selling price, which can to some extent avoid the involvement of resellers. Because it is impossible for the production and sales sides to infinitely compress their profits, when transportation costs are sufficiently high, resale costs become unacceptable. Shipping time can also be used to match the order time of the sales end, which can not only enable the manufacturing end to receive reasonable payment quickly, but also enable the sales end to obtain sufficient goods before the order appears.
As for how the truck can participate in this process, it can be considered to submit the truck when picking up the goods, or not to include this part.
Remake the refinery by converting it into crude and precision processing, producing light oil and heavy oil through rough processing. Precision processing can convert the two into gasoline, diesel, aerospace fuel, carbon fiber, plastic, and heavy oil, respectively. Both rough and fine processing are allocated in a weighted average manner, and the proportion of corresponding types of products can be increased by adjusting a certain option for patents or specialties. However, it is not possible to completely stop producing certain types of products, avoiding the problem of some sales industries struggling to obtain sufficient supply. What needs to be mentioned here is the necklace of the fashion industry, because the aerospace industry has a higher weight, and the fashion industry is completely unable to compete with the aerospace industry for the same raw material gold bars. In the current situation where it is not easy to make significant adjustments, assistance can only be provided to some vulnerable industries through partial binding.
In the refurbished refinery, gasoline and diesel can be used for trucks as well as gas stations. Aviation fuel can be used for cargo planes, while heavy fuel can be used for cargo ships. This can greatly increase the playability of basic industries.
For the research industry, there have been significant changes here, and I have some ideas of redoing patents. Considering that there is a timeline in the game, I suggest giving a patent deadline. Divide patents into three parts: ordinary patents, important patents, and core patents. Ordinary patents can be bypassed, and players with enough ordinary patents can increase the profits of their products. Important patents are difficult to bypass, but it is not entirely impossible. Important patents can greatly enhance the competitiveness score of a product, or players who want to use this patent can take a portion of the profit from it. Core patents are almost impossible to bypass and can be granted to many players with a need to earn profits, or one can choose not to authorize others, greatly improving their product ratings. All patents have a time limit and disappear upon expiration, which can also be understood as everyone using them for free. The significance of redoing patents mainly lies in the fact that the value of improving patent quality is too low for some products that are currently in the early stages of the industry chain, and the current quality demand on the sales end does not fully match high-quality goods.
The acquisition of patents has also been redone. To be honest, although universities and research institutions can provide a lot of knowledge, it is not very realistic to produce patents in a single building. Therefore, patents will replicate the previous collectible model, preventing players who are wealthy but not engaged in this profession from obtaining them. Only players who are deeply involved in an industry and have been producing for a long time can obtain more and better patents. Patents can also be sold, but due to the timeliness of patents, it is best to bid with caution. Following the points obtained by executives, patents can be obtained over time in a pattern similar to the current probability of upgrading quality, as production time and quantity increase. Suppliers of a single category are more likely to obtain more and higher quality patents.
For example, if I am an electricity producer but my building level is already very high, upgrading the building would result in losses. I can obtain different patents with a certain probability as time and product quantity increase during continuous production. I can consider selling the patent to other players or authorizing it to other players to earn profits. Or keep my patent to improve the quality of my electricity and gain an advantage in competition. Similarly, as a manufacturer of the intermediate segment, I can choose to purchase higher quality raw materials to improve the quality of my products, or use cheaper raw materials to manufacture higher quality products by purchasing patents/paying patent owners. Using this method to transfer some profits to the basic manufacturing industry can not only avoid players rushing towards the latter half of the industry chain for profit, but also improve the vitality and playability of the entire game.
The above are some industries that I have thought of in a short period of time that can be added or redone. Due to time constraints, some of the content may have been overlooked or forgotten by me. Welcome everyone to reply and discuss.
Firstly, regarding the issue of resellers in the aerospace industry, I am not completely opposed to reselling. However, the low cost of reselling erodes the profits of both the sales and manufacturing ends, which is more harmful than beneficial to the industry as a whole. Therefore, resellers need to be curbed in a certain way.I will introduce the specific method later.
When I was a newcomer, what often troubled me was the issue of cash flow, so I had been looking forward to the emergence of futures, but unfortunately it was eventually cancelled.I have to admit that I am quite tired of constantly finding someone to receive the goods, or because of the time difference, suppliers and demanders cannot reach transactions with me in a timely manner.
Therefore, I hope to introduce a new industry to alleviate such problems, which is the shipping industry. Firstly, there will be new construction of ports and airports. Ports can be used to operate various cargo ships, while airports can be used to operate airplanes. Ports require the use of ships, containers, and trucks for transportation, while airports can use cargo planes and trucks for transportation. It is worth noting that the ships, cargo planes, and trucks here are not consumables, or rather they are raw materials for the shipping industry, with daily depreciation fees that can also be updated.
Ships can be built by shipyards, and you can choose to become an upstream player in the shipping industry, or you can purchase other people's ships to become a part of the shipping industry. The shipping industry can borrow an existing game module, the government order module. Following the matching model of the market, bulk commodities can be sent to other players by filling in orders without the need to contact them.
For example, if I want to purchase a large amount of crude oil, I can place an order that provides the appropriate shipping cost, goods quotation, and delivery time. Players can match the demand, and players who think the price is appropriate can fill in the crude oil, while players who think the shipping cost is appropriate can provide transportation. This order requires the buyer to provide a deposit to avoid being unable to close. The order itself can be set with different lengths of waiting time, so that players can decide whether to rush to close or expect a longer but lower price. After the order is successfully matched, the transaction has actually ended, and the system can directly send the payment from the buyer to the seller. When the transportation time is over, the buyer receives the goods, and the transportation party gains profits. In the initial stage, to ensure the operation of the mechanism, introducing government transportation companies would be a good choice to provide a guiding price for the shipping industry.
Airports can be used to transport aerospace components, while cargo planes can be produced from hangars, increasing the selling price and transportation costs, allowing production costs, production profits, shipping costs, and sales profits to match the selling price, which can to some extent avoid the involvement of resellers. Because it is impossible for the production and sales sides to infinitely compress their profits, when transportation costs are sufficiently high, resale costs become unacceptable. Shipping time can also be used to match the order time of the sales end, which can not only enable the manufacturing end to receive reasonable payment quickly, but also enable the sales end to obtain sufficient goods before the order appears.
As for how the truck can participate in this process, it can be considered to submit the truck when picking up the goods, or not to include this part.
Remake the refinery by converting it into crude and precision processing, producing light oil and heavy oil through rough processing. Precision processing can convert the two into gasoline, diesel, aerospace fuel, carbon fiber, plastic, and heavy oil, respectively. Both rough and fine processing are allocated in a weighted average manner, and the proportion of corresponding types of products can be increased by adjusting a certain option for patents or specialties. However, it is not possible to completely stop producing certain types of products, avoiding the problem of some sales industries struggling to obtain sufficient supply. What needs to be mentioned here is the necklace of the fashion industry, because the aerospace industry has a higher weight, and the fashion industry is completely unable to compete with the aerospace industry for the same raw material gold bars. In the current situation where it is not easy to make significant adjustments, assistance can only be provided to some vulnerable industries through partial binding.
In the refurbished refinery, gasoline and diesel can be used for trucks as well as gas stations. Aviation fuel can be used for cargo planes, while heavy fuel can be used for cargo ships. This can greatly increase the playability of basic industries.
For the research industry, there have been significant changes here, and I have some ideas of redoing patents. Considering that there is a timeline in the game, I suggest giving a patent deadline. Divide patents into three parts: ordinary patents, important patents, and core patents. Ordinary patents can be bypassed, and players with enough ordinary patents can increase the profits of their products. Important patents are difficult to bypass, but it is not entirely impossible. Important patents can greatly enhance the competitiveness score of a product, or players who want to use this patent can take a portion of the profit from it. Core patents are almost impossible to bypass and can be granted to many players with a need to earn profits, or one can choose not to authorize others, greatly improving their product ratings. All patents have a time limit and disappear upon expiration, which can also be understood as everyone using them for free. The significance of redoing patents mainly lies in the fact that the value of improving patent quality is too low for some products that are currently in the early stages of the industry chain, and the current quality demand on the sales end does not fully match high-quality goods.
The acquisition of patents has also been redone. To be honest, although universities and research institutions can provide a lot of knowledge, it is not very realistic to produce patents in a single building. Therefore, patents will replicate the previous collectible model, preventing players who are wealthy but not engaged in this profession from obtaining them. Only players who are deeply involved in an industry and have been producing for a long time can obtain more and better patents. Patents can also be sold, but due to the timeliness of patents, it is best to bid with caution. Following the points obtained by executives, patents can be obtained over time in a pattern similar to the current probability of upgrading quality, as production time and quantity increase. Suppliers of a single category are more likely to obtain more and higher quality patents.
For example, if I am an electricity producer but my building level is already very high, upgrading the building would result in losses. I can obtain different patents with a certain probability as time and product quantity increase during continuous production. I can consider selling the patent to other players or authorizing it to other players to earn profits. Or keep my patent to improve the quality of my electricity and gain an advantage in competition. Similarly, as a manufacturer of the intermediate segment, I can choose to purchase higher quality raw materials to improve the quality of my products, or use cheaper raw materials to manufacture higher quality products by purchasing patents/paying patent owners. Using this method to transfer some profits to the basic manufacturing industry can not only avoid players rushing towards the latter half of the industry chain for profit, but also improve the vitality and playability of the entire game.
The above are some industries that I have thought of in a short period of time that can be added or redone. Due to time constraints, some of the content may have been overlooked or forgotten by me. Welcome everyone to reply and discuss.