Esim - Non-player Characters -- Economic
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jackist


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Non-player Characters -- Economic (Political)
Posted 9 years ago by
jackist    
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A couple of months ago, I proposed A Humble Suggestion . Since then, I have communicated with railman, and he said that he is willing to add NPCs if that is something the community would like. I have further refined the concept with him, and I have revised the proposal into two parts (so that there can be two polls). This article discusses adding NPCs to the economic module of the game. The other article discusses adding NPCs to the military aspect of the game.

Admin should add non-player characters who work and buy products, but do not fight. The NPCs would seek to purchase q1-q4 food and gifts from the product market. Each NPC would have a randomized preference for food vs gifts and a quality level of food/gift. In other words, some NPCs would want q2 food others q4 gifts. NPCs would buy as many goods of their preference off the market as they can with the money in their account. I would recommend 100 NPCs per region with the NPCs never traveling.

(1) Admin would add non-player characters who work for the highest wage available in their current country. In other words, when a region is conquered, the NPCs would switch currencies.
(2) Most NPCs would seek to purchase q1-q4 food, gifts, weps, and tickets from the product market. A portion of the NPCs would seek to buy gold from the MM with their country currency. Each NPC would have a randomized preference for product and quality. This preference would be adjusted daily. In other words, some days an NPC would want q2 food and other days q4 gifts. NPCs would buy as many goods of their preference off the market as they can with the money in their account.
(3) There will ultimately be 100 NPCs per region. One NPC per region will be introduced each day for 100 days. They will start at economic skill 1.

This proposal would have several benefits:
(1) By increasing the labor supply, multis would become less problematic.
(2) By ensuring workers for each region, each region becomes valuable.
(3) By increasing the number of workers and buyers of low quality products, new players can become involved in the economic part of the game.
(4) By introducing a consumer market, there would be a purpose to the economic portion of the game other than merely to support fighting.
(5) NPCs could later be altered to participate in the political aspects of the game. For instance, NPCs would are not obtaining their desired level of products could vote against incumbents, etc.
(6) NPCs could later be altered to purchase houses and estates, making those companies more valuable. In other words, the NPCs could "save" some of their country currency towards buying houses/estates.

Previous article:
A Humble Suggestion (9 years ago)

Next article:
Non-player Characters -- Military (9 years ago)

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In E-Sim we have a huge, living world, which is a mirror copy of the Earth. Well, maybe not completely mirrored, because the balance of power in this virtual world looks a bit different than in real life. In E-Sim, USA does not have to be a world superpower, It can be efficiently managed as a much smaller country that has entrepreneurial citizens that support it's foundation. Everything depends on the players themselves and how they decide to shape the political map of the game.

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The last and probably the most important module is military. In E-Sim, countries are constantly fighting each other for control over territories which in return grant them access to more valuable raw materials. For this purpose, they form alliances, they fight international wars, but they also have to deal with, for example, uprisings in conquered countries or civil wars, which may explode on their territory. You can also take part in these clashes, although you are also given the opportunity to lead a life as a pacifist who focuses on other activities in the game (for example, running a successful newspaper or selling products).


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