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More money making


ronak chheda
RJ: Ronak Chheda
CO: Ronak Chheda.

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Hello everyone.
This is a newbie in the game here but no newbie to economic simulations.
After learning all aspects of game in less than 24 hours I have come up with a few solutions.
The game limits the player from making money. It should be removed.
The higher is the average price (I don't know how ppl here call it) for a product in retail stores, lesser is the demand. We can make the demand constant. So higher average price means that a customer will have to pay higher cash to whichever store he goes. This allows a player to dominate a particular product.
For eg. I start making butter.
Now I make say q100 butter.
And average price is 2
% demand met is 0
Daily demand is 300M
Average quality is 50
So I sell butter in my retail stores. Now I have enough retail power to sell 300M butter per day and even more. Now I slowly rise my butter price in retail stores. So average price overall increases so the customer will have to pay (say 6 instead of 2). Also mine q100 is much more appealing to people rather than 50% which is being supplied by say a system run company(system run company's share in a product = %demand unmet). But as I raise my selling price in ky retail stores butter demand falls to 250M from 300M so I only raise the average price but the demand falls. This limits a player's capability to make money from a product.
I suggest that the demnd stays constant irrespective of anything eose 9ther than economic conditions in the city.
Point 2 ) Now suppose I want to specialise only in butter then why can't all my shelves in a retail store sell butter only? Do I have to select different products for all shelves?
Point 3 ) I suggest there be 3 ways of selling a product.
Price and time selection. The quantity is chosen by system.
Time and quantity selection. The price is chosen by system
Quantity and price selection. The time ia chosen by the system.
Point 4) Electricity ia undoubtedly the most used and important product in the game. Then why not have its research and q too? And it's q dedicating to the product's final Q?
ronak chheda
RJ: Ronak Chheda
CO: Ronak Chheda.

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Point 1) Allows a player to dominate a certain product in retail based on his retail m2 and if he raises the product he can make tremendous money from a single product.
Bruce Heitz
RJ: Berkeley Food & Farm
CO: Berkeley

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My understanding is that overall demand increases as the overall total ft in buildings increases. With the price formula posted in another thread, if supply/demand < 10% should allow for a price of 2500% of average while a supply/demand that gets closer to 100% prices drop off significantly making it harder to reach 100% supply/demand and it becomes somewhat less profitable as you get closer to 100%. Looking at the ranks, making money isn't an issue as several players have reached the 1+ quadrillion net worth mark. The game is designed to make it more interactive if you need to stock 8 different products in a store rather than just one product in all slots. If you could vertically integrate your company and only do one product in 8 slots it would hurt the overall game. You would not see higher prices. You would do better to sell 8 different products that average 15% supply/demand than to try and sell 1 product at 100%.

I know which other economic game you play, as I play it too. The economic model here has different assumptions built into the design. Some of the design in this game is opposite from that other one.

As your factories increase in size, the cost of production per unit drops. Also, As you increase your store sizes, The volume you can sell and the price possible will rise. Over time, you will see much better profits.

Welcome to Economies of Scale :)
Nick Sirock
RJ: Sam Sirock
CO: Nick Sirock

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4) Because electricity is not something that can have a quality in real life. It is energy. You cannot pay for higher quality electricity to go to your home, only pay for more electricity, and the various ways to manufacture it.
3) You are already allowed to change the amount of stock you have and the price you put that item at, This manipulates the time it takes to sell. Therefore those three options are already available.
2) There is nothing forcing you to sell several items in your store. You can stock just one item, and it sells at I believe 500% not 100%. So it would be like stocking 5 shelves at 100%.
1) Demand isn't constant in real life, it fluctuates based on the availability of the product from multiple sellers. If you raise your price, yes people are going to buy less of it. That is how prices work, hence why Walmart and Costco are very successful. If they sold an orange at 500 dollars each, people would not buy the oranges there. Perhaps you need to explain your demand idea in more detail, because I do not see how making demand for a product independent of the price you are selling it would make any sense whatsoever.
Melinda Lastman
RJ: 4egerd
CO: Canadian Capital corp.

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in real life demand can be destroyed by high prices. The main factor is the demand elasticity if demand is inelastic the time frame of demand shift will take longer. For example gas prices in North America and Europe changed consumer choice in vehicles thus over a long time reducing demand for gasoline, plus gas demand are considered inelastic. But if there is a substitute in the case of a product such as cars vs rail vs bus , raise any single mode by 500% will destroy the demand for the one with the higher price and shift demand to the substitutes. So in this simulation the models are not perfect but the model is closer to reality in comparison to what you recommended.


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