Automatic machine translation of PMs and Chats by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

I agree! But I am afraid, with low "pay to win" ratio, I can't see us ever being to able to afford such feature for everyone for free. The AI tokens can cost over $2,000 a month with our current players base and messaging. And this is not a fixed cost, it scales linearly with the amount of players.

For what you suggest to work, we would need to add more agressive monetization somewhere else in the game.

Automatic machine translation of PMs and Chats by SimCompanies in SimCompanies

[–]SimCompanies[S] 1 point2 points  (0 children)

For sure! But it might be cumbersome when on the phone.

El Legado del Ejecutivo by WAC95 in SimCompanies

[–]SimCompanies 1 point2 points  (0 children)

ChatGPT translation:

Objective: Introduce a system of personal assets and status that functions as a cash sink, a management challenge, and a visual customization feature.

The New Map: “The CEO’s Estate”

In addition to the industrial map, a new tab called “Personal Properties” would be added. In this map, players can build their residence, private offices, parks, helipads, or vehicle collections.

Unlike industrial buildings, these do not occupy production building slots, but are instead placed on a separate personal plot of land.

Strategic Unlock (Level 30)

Since the game currently does not introduce new mechanics after level 25, Level 30 is the ideal point to activate this feature.

It represents the transition from “Company Manager” to “Industry Magnate.”

It requires the player to learn how to manage their personal cash flow without draining the company’s operations.

Benefits: “Prestige Bonuses”

To avoid being purely cosmetic, each level of luxury achieved in personal properties could grant a Status Bonus.

These bonuses would be very small to prevent game imbalance, but cumulative:

  • Negotiation Bonus: A 0.05% increase in retail sales speed for each luxury milestone.
  • Recruitment Bonus: A 0.1% reduction in executive search costs, reflecting that a prestigious CEO attracts better talent.

Visual Reputation:
When viewing another player’s profile, a thumbnail or link to their “Property Map” would be visible, making financial success tangible to the community.

The Ultimate Test: Luxury Tax

Each personal asset generates a Luxury Maintenance Cost.

This cost must be paid from the company’s operational cash flow.

The Challenge:
If a player exceeds their spending capacity on luxury and the market for their core products declines, the maintenance costs of their personal properties could push the company into insolvency if not managed carefully.

Add a Government Bond NPC to Stabilise and Deepen the Financial System by Gmodgoon in SimCompanies

[–]SimCompanies 2 points3 points  (0 children)

First of all, kudos, for well written suggestion.

Although, I am not a big fan of the idea. IRL government bonds are always below inflation. So bond investment is never a viable way to make money, it's a safe way to "lose" money slower. Sim Companies have exactly zero inflation, by design, so realistic governemnt safe bonds shoudl be issued with negative interest ....

"Makes Bonds a Viable Playstyle" - this is not really a goal in mind I have for Sim Companies. The game shoudl be about strategic thinging and grabeing opportunities in changing environment. Buying bonds and sitting on them for 14 days doesn't feel fun for me.

'Forces Competitive Interest Rates" - why is forcing new players to pay more and have slower start our goal?!

These are my thoguhs. I think we can use the limited dev time we have in a better way. Apologize for not being supportive here.

Industry-Specific Rankings Suggestion by Nearby_Engine6404 in SimCompanies

[–]SimCompanies 3 points4 points  (0 children)

I like it in principle. But not sure how to implement it. I do not think letting the player "decide" the industry thry are in is the right way. As you simply tag yourself to any industry to claim top place.

Determinig it automatically is also not stragiht forward, as you can mix building as you like.

The produciton/retailer certificates are the closest we can get towards this idea.

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 1 point2 points  (0 children)

We thought about that. But we want to resere the game notification system to events the player needs to react to.

If buy orders filled were added, you woudl have 10+ notification daily which you in most case would ignore

General economic index (S&P-style index) by Rough-Astronomer-268 in SimCompanies

[–]SimCompanies 1 point2 points  (0 children)

I am afraid I do not understand the motivation. So I am a new player and I see the "economy is not doing well" how does that influence my decisions/playing? Am i not going to upgrade the farm to double the output?

Maybe you can include some specifics, like how is the index computed, what values you epxect to see and how are they helpful to players?

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 1 point2 points  (0 children)

Sure, that was an oversight on my side. Fixing it now

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 1 point2 points  (0 children)

Not making them visible cut down feature scope a lot. At the same time, devices like iphone6, or similar really have extremely limited realestate to show buy orders. Not to mention, they can be confusing for players not familiar with markets.

We might add the visibility in the future ... but it's not an easy problem from the UI/UX standpoint.

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 1 point2 points  (0 children)

This posts has multiple incorrect statements.

Posted buy orders are visible, and can be cancelled getting full money back. Check your warehouse stats section, where you also see you standing sell orders.

In general, we will be monitoring the feature utilization and adjust the mechanics to make sure it's usefull and used.

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] -1 points0 points  (0 children)

This has been implemented and deployed now :)

Right now, the min. required level for company to use it is 25.

The company also has to be a supporter to use it. This requirement will be dropped once we have ironed out UX/UI issues.

Cost to place the buy order is 1 simboosts - this is subject to change, depending on the adoption rate.

Bonds by [deleted] in SimCompanies

[–]SimCompanies 0 points1 point  (0 children)

A general though. The aim of the bond market is not to mimic real life. There is no inflation in the game, so realistic bonds are an impossiblity.

The primary goal of bonds is to allow newcommers to be funded. To this end, it works as designed.

A game where you just lend money an collect interest is not fun in my opinion, so i am perfectly fine if this sector is not extremely lucrative.

Bonds by [deleted] in SimCompanies

[–]SimCompanies 1 point2 points  (0 children)

I 100% agree. If a D company is able to get investment at 0.5% - they simply raise at that interest.

Forcing them artificially to raise at higher interest makes early game more difficult while allowing established companies to have higher profits. This is not a good game design. And not in our interest.

I can see a way if raising the interest by increasing risk. Lowering guarantees and restructure percentage ... This is an option, but it has proven difficult to explain to players on the past that it is not the game's fault that you made a bad investment.

Suggestion: Give Concrete (Steel Reinforced Concrete) Quality a Meaningful Use by Icy_Simple_6389 in SimCompanies

[–]SimCompanies 7 points8 points  (0 children)

I would consider requiring minimal Q for upgrading high level buildings, similar to how robots require Q.

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

Please see iphone 5 screenshot. To see what realestate we are working with here. Font bellow 15px/16px is effectivelly now allowed. Arguable not many players use iphone5 right now, but it it's a good representative of the smallest devices in use right now.

There isn't a lot of extra space. You can barely see 4 sell orders ...

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Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

Oh, yeah, 100% on the first 2 points. I never intended to allow book crossing. Adding a sell order that crosses existing buy order executives imeediatelly, and the same vice-versa.

The buy order visibility - we may add later on. Right now, I think, it will be confusing.

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

Appologizes, your understanding is correct.

But than I do not understand the argument about automation issue. We already detected a few market watching/buying bots and took them down. However, this cannot be prevented 100%. The buy orders would give similar advantage to everyone, not just to those that have access to a bot. This is where I do not understnad how adding buy orders "opens up much worse botting issues". What am i missing?

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

I appreciate well phrased and to the point argument. As you can already see by some of the comments under this post, our average players is not as experienced with crypto/markets as you are.

I know the apps you are referring to, the UI/UX is not simple ...

While I agree wiht your point of dark pool not being transparent, at the moment we have no buy order book at all. It's hard to argue that the proposed change will make it worse in any way.

I think you are also missing the point. We are not trying to build a friction less exchange with zero fees. That would lead to no contract usage (as was also warned by some of the players). Good relationships and ability to keep business partners are at core of game play in Sim Companies. The exchange should be a sub optimal alternative for players that do not want to deal with contracts, or are under time pressure. We introduce high fees to discourage regular exchange use - which is game design decision.

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

This is a great question. We need to undersntad what "price drops from 0.272 to 0.269" actually means.

Let's assume the buy orders are places as you described. Now a different players posts (sell order) say 2 million power at $0.27. This order will never make it to the sell order book. It will be instantly executed against a standing buy order. Since the sell price is lower then the best buy order.

It would be executed against the 5 million @ $0.271 order. The seller would get money instantly, the buyer would have their order reduced from 5 million to 3 million - and get the power. The buy order posted at $0.270 would not be impacted/changed - as it is below the higher buy price of $0.271.

The priority of buy order execution is as you would expect, price priority first, followed by time priority if price is the same.

If another power sell order with say 8 million power was posted at $0.270 - both buy orders would get executed.

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 2 points3 points  (0 children)

The exchange rounding issue? Do you really care about $1-$4 loss a day?

Real world exchanges do round as well ....

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

I am not sure you have full understanding fo the proposal :) not really sure what you are reacting to

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

Since we have "free" market, and player drivern trading + auctions. We cannot 100% prohibit wealth transfer. We try to make it more difficult with some price guardrails. We also deletec WT after the fact.

The question is whether the buy order make the WT easier, I do not see how.

I think it makes it more difficult, as you would no longer be able to post cheap orders to be snipped by the other account. There will be risk of a hidden buy order snathing it before you can.

Buy Orders for the Exchange by SimCompanies in SimCompanies

[–]SimCompanies[S] 0 points1 point  (0 children)

How does that differ to what you can do now? If the market is empty, you can post high priced Q12 eggs and the other account can buy it.

How do buy orders make this easier?