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New Ressource: Consumer Goods


Odin
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Since there's already this boring water idea, i just throw in again an old idea of mine:

 

Consumer goods would be an interesting addition to our current ressources. They would be constantly wasted by the population like food.

The higher the population, the higher the consumption of course.

Producing "Consumer Goods" should need 1 unit of each steel, gasoline and aluminum. 

I don't talk about the output, number of production buildings now, In General, the production rate should slightly be over the consumption rate, and raised by a certain project, which could be tierable (for example "Governmental Economy Boost, raising Consumer Goods production rate by 10% or "+1", upgradable endless, but costs rise unproportional expensive).

 

Additionally "Consumer Goods" should be lootable in wars at a relatively high percentage, and a part destroyed proportional to destroyed infra. Aircraft destroyed 5% Infra? -> 5% Consumer Goods get destroyed.

Now the interesting part in this: Having a proportional high stock of "Consumer Goods" should increase your tax income (as some kind of sales tax). Even though in real you only store that stuff, a high stock could emulate a "Variety of commodities". The more goods you have, the more often you get sales tax from the buying population so to say. 

Consumption rate should be bound to the commerce income modifier. The more shops you have, the more consumption you have, but the more income you're generating.

 

Maybe like: Consumption = [Global commerce modifier /10,000] * [total population]; for example: (1,15 / 10,000] * 4,45m = 511 CG /day  |  0,15 /10,000 *4,45m = 66,75m CG/day )

Having 0 Consumer goods should reduce the tax income to 75% or less. 

 

Production rates as said above would be a thing for testing and mathematicians.

I'd propose maybe 2-3 buildings which produce from 1steel/gas/alu ...like 5 units of CG. If you need more, you'd need to upgrade the mentioned project, wage war, or buy it from the market.

 

Now the clue of it with the mentioned "variety of commodities". 

Having more then you consume per day should give you your full normal tax amount.

Having a CG amount of more then your infra = tax income +3%

Having at least twice your infra = +5% 

Having thrice your infra = +7%

...

 

Rates can of course changed as the idea gets refined... or discarded like all of the stuff above.

 

I'm just thinking of certain aspects, like to raise the value of steel/alu/gas outside of wars. Make wars more expensive for losers, and more yielding for winners (looting goods = taxbonus)

It can be an alternative to lots of infra too. Raising your taxincome by having a large CG stock instead of having infra en masse. You can loot it contrary to enemies infra assets.

Of course with changes to the things above it can be used for whatever you can think of to make wars or market trading more ineresting.

 

Don't only critizise, instead keep posting reasonable changes, additions, own ideas. That's far more valuable then "No!"   ;)

Edited by Odin
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We have food for a reason duh

Caliph of The Caliphate of Arabia. Caliph of the Islamic State of Arabia. Principle of The Principality of Chechnya. Grand Emir of The Emirate of The Caucus. Emperor of the Empire of Persia. Sultan of The Sultanates of Turkey and The Crimea. Czar of the Tsardom of The Balkans. Archon of The Archonate of Greece. Supreme Consul of The Consulate of Italy. Shah of The Shahdom Of Khorason

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We have food for a reason duh

 

Can you elaborate? 

Except you're indoctrinized by true korean socialism, where 1 apple a day is more then you can wish for, i think there's more in life. 

The current food concept is rather boring though, still better then the mines concept. Since the starting 20 land can house all of your mines, and the next x-tousand land you buy are totally depleted of any ressources ;)

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