Esim - RAW Materials Vs. Manufactory
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RAW Materials Vs. Manufactory (Economical)
Posted 10 years ago by
Espermineitor    
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(versión en español)

A los efectos de instalar una nueva Compañía he estudiado, entre otros aspectos, los distintos mercados laborales existentes observando que, con el afán de contratar trabajadores rápidamente, los salarios ofrecidos son realmente excesivos especialmente para los ciudadanos de Nivel económico alto, lo que ocasiona seguras pérdidas a la mayoría de las Empresas. Esto se debe, en mi opinión, a dos factores:
1. Inherente a los ciudadanos, la mayoría de los cuales desea ser empresario (me incluyo), lo que ejerce presión sobre el mercado laboral incrementando la oferta por sobre la demanda.
2. Por la incursión de multi accounts en el mercado de productos que, con accionar ilegal trabajando por el salario mínimo, presionan hacia la baja los valores de venta de productos, y
3. Inherente al juego en sí por defectos de diseño en el management de las Compañías.

Quisiera profundizar un poco sobre este último punto:

Como es sabido, en el mundo e-sim existen dos tipos de compañías: las que producen materias primas y las que elaboran productos terminados. Éstas presentan diferentes calidades que van desde Q1 a Q5 que inciden de forma diferente sobre las mismas: mientras que la calidad de las de materia prima afecta directamente a su productividad, las de manufacturas lo hacen sobre la calidad del producto.

Pero vayamos por partes:

En las Compañías de materias primas las calidades Q1 y Q2 ocasionan seguras pérdidas dada su baja productividad salvo que el mismo dueño trabaje por el salario mínimo, lo que no es para nada conveniente ya que ganaría más trabajando para otro. La calidad Q3 podría generar una mínima ganancia siempre y cuando se contrate hasta 2 empleados máximo con salarios bajos, lo que hoy en dia resulta casi imposible, mientras que las calidades Q4 y Q5 pueden obtener ganancias aceptables por lo que los empresarios pueden darse el lujo de contratar trabajadores con altos salarios, siendo esta variable una de las mayores causales de la suba de la oferta salarial en detrimento de las empresas pequeñas. Esto, a mi entender, supone un error de diseño del juego ya que un trabajador debería tener la misma productividad (dependiendo de su habilidad económica) en cualquier compañía que trabaje, sea grande o pequeña.

En las Compañias de manufacturas, en cambio, la Q sólo afecta la calidad del producto terminado, no así la productividad. En este caso la cantidad de productos que se producen disminuye en forma inversamente proporcional a la calidad de los mismos, lo cual resulta lógico teniendo en cuenta que un producto de alta calidad necesita más horas/hombre y más insumos que uno de baja calidad. No obstante ello, y de acuerdo a las leyes de oferta y demanda, éstos productos generan casi la misma ganancia (o pérdida) en todas sus calidades.

Por lo expuesto considero viable solicitar a los Administradores introducir los siguientes cambios a los efectos de equilibrar el mercado de oferta y demanda laborar y que cualquier tipo de empresa sea capaz de generar ganancias:
1. Elevar el nivel de experiencia necesario para crear nuevas compañías. Resulta indispensable que los ciudadanos tengan un tiempo mínimo de permanencia en el juego que les permita analizar las distintas variables económicas para poder tomar decisiones acertadas y de esta forma no alterar el delicado balance entre oferta y demanda laboral.
2. Ejercer un estricto control sobre las Compañias verificando que se abonen salarios justos. Sólo las MU deberían poder abonar salarios mínimos ya que dan a cambio productos para luchar a su servicio.
3. Modificar la conformación de las Compañias de materias primas eliminando el aumento de productividad por calidad de las mismas y sustituyendo las variables por cantidad de empleados habilitados para trabajar (ej.: 2 slots por cada Q de la Compañía). De esta forma cualquier calidad de Compañía tendría posibilidades de generar ganancia. La diferencia residiría en que las pequeñas admitirían menor cantidad de empleados que las grandes lo cual se ajustaría más a la realidad.

Si están de acuerdo con esto por favor vot + suscrib para que la petición tenga más fuerza.

===========================================================================================

(english version)

In order to deploy a new company, I have studied the different job markets (among other things) seeing that in the eagerness of hiring workers, the salaries are really overpaid, especially for people with high economic skill, which cause losses to the companies. In my opinión, this is inflicted by three factors:
1. Inherent to the citizens, the most of them want to be a bussinessman (Myself included), which put pressure on the job market increasing the offer over the demand
2. Because the multi accounts in the products market, by violating the laws and working for the mínimum wage they force down the sell prices
3. Inherent to the game for failures in the desing of companies managment

I want to deepen in my last point:

Like it’s well known, in the e-sim world you can find two kind of companies: Those who produce RAW materials and those who produce finished products. These companies have different qualities from Q1 to q5. When higher the Q, higher the productivity (In RAW material companies). In manufactory companies, the company Quality dictates the Q of the finished product.

Let’s go for parts:

In the Q1 and Q2 RAW companies you go for a sure loss, unless you work for yourself for the mínimum wage, something that isn’t really convenient since you can work for someone else and earn more. The Q3 quality company is capable of a small profit, whenever you are able to hire not more than 2 workers with low salaries, which is virtually imposible today. The Q4 and Q5 companies are the only capable of make your earn a decent margin, and then being able to pay better salaries. This is in my opinion a game desing mistake. The worker should have the same productivity (depending on his/her economic skill) in whatever company he/she works, small or big.

In the manufactory companies, the quality only affects the Q of the finished product, not the productivity. In this case, the quantity of the production decrease inversely proportional to the quality, which is logic if you consider that a higher quality product needs more man hours and inputs. However, and obeying to the offer and demand law, these products generate almost the same profit (or loss) in all their qualities.

Considering what I’ve said, I thinks its proper to ask the admins to introduce the following changes with the objetive of equilíbrate the offer and demand in the job market and allow any kind of company to be able to generate profit:

1. Increase the experience level required to create new companies. It’s essential that the citizens need to have a mínimum time of permanency in the game to avoid an unbalanced job market.
2. Pay especial attention to control the companies, verifying that the salaries are fair. Only the Military Units should be able to pay mínimum wages because they offer products in order to make people fight in battles.
3. Modify the RAW comapanies, changing the increase of the productivy by quality and replacing the variables by quantity of workers allowed for working (e.g 2 slots for every Q of the company). This way every quality should be able to make decent margins. The difference is that small companies would allow less workers, which would be more close to the reality.

If you agree with this, please vot + sub so the petition gain more strenght



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Empresas y Salarios (10 years ago)

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(Otra) GUIA MILITAR PARA PRINCIPIANTES (10 years ago)

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