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slovenc555

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Re: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg108359#msg108359
« Reply #12 on: July 05, 2010, 03:28:25 pm »
How about "markets"? I mean, you could buy a card and instead of selling it when you don't need it any more, you could post it up for auction. That way, you could get more electrum back and buy cards for less of it!

Scaredgirl

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Re: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg108959#msg108959
« Reply #13 on: July 06, 2010, 11:54:36 am »
How about "markets"? I mean, you could buy a card and instead of selling it when you don't need it any more, you could post it up for auction. That way, you could get more electrum back and buy cards for less of it!
Yes, we will have a forum auction system of sorts.

Demut

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Re: Economics: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg201917#msg201917
« Reply #14 on: November 15, 2010, 11:13:22 pm »
What is left to decide on here?

Offline ddevans96

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Re: Economics: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg201926#msg201926
« Reply #15 on: November 15, 2010, 11:29:53 pm »
What is left to decide on here?
Could you please not ask the same thing in over 10 different threads? I get that you're interested in tthe event, but you could just create a thread elsewhere to ask about it.
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Demut

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Re: Economics: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg201939#msg201939
« Reply #16 on: November 15, 2010, 11:45:45 pm »
I did ask, nobody answered. So I did this.

Scaredgirl

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Re: Economics: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg203701#msg203701
« Reply #17 on: November 18, 2010, 11:44:01 am »
I did ask, nobody answered. So I did this.
The fact that nobody answered to you doesn't mean you can ignore forum rules and start spamming like crazy.

Many things are still undecided. Tomorrow I will post details on what kind of organization we will have run this thing. And when we find all those people, the project will move forward much faster.

slovenc555

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Re: Economics: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg206281#msg206281
« Reply #18 on: November 21, 2010, 07:23:19 pm »
Erm... How 'bout a manager (marketing organizer)?

Scaredgirl

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Re: Economics: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg206608#msg206608
« Reply #19 on: November 22, 2010, 07:52:09 am »
Erm... How 'bout a manager (marketing organizer)?
What would this person do? I think you are trying to say something other than "marketing". :)

Offline Ekki

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Re: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg252328#msg252328
« Reply #20 on: January 20, 2011, 03:35:43 am »
Sorry for commenting in such an old thread, but IDK if you've actually thought about this...

What if a player has to go on holidays, so he stays in an allied city, then he would be getting revenue, and thus reducing the amount of revenue for other players... Imagine that when he comes back, he is brainwashed/stops playing/gets bored.

I say that if you're inactive for more than X time (without advice), your character will be deleted/lose reputation/stop getting money/lose money each round and give it to your team. Then, if you say "I'll stop playing for X reason and stay in a city", you won't get revenue, but won't be penalised.

This is in case some people stop playing for any reason and can't or don't want to delete/freeze their characters.

Hope I'm not annoying you.

Scaredgirl

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Re: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg252485#msg252485
« Reply #21 on: January 20, 2011, 11:55:52 am »
Sorry for commenting in such an old thread, but IDK if you've actually thought about this...

What if a player has to go on holidays, so he stays in an allied city, then he would be getting revenue, and thus reducing the amount of revenue for other players... Imagine that when he comes back, he is brainwashed/stops playing/gets bored.

I say that if you're inactive for more than X time (without advice), your character will be deleted/lose reputation/stop getting money/lose money each round and give it to your team. Then, if you say "I'll stop playing for X reason and stay in a city", you won't get revenue, but won't be penalised.

This is in case some people stop playing for any reason and can't or don't want to delete/freeze their characters.

Hope I'm not annoying you.
We will have some kind of system where inactive players get put on a "coma" where they receive no revenue and cannot be attacked. Players that are in a "coma" for a long time, get removed from the event.

Krahhl

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Re: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg253802#msg253802
« Reply #22 on: January 22, 2011, 01:42:42 am »
Each hexagon produces 1-3 electrum per turn (depending on the value on that hexagon) to the element that controls that hexagon. All that money will be divided by all the players in that element. This means that if an element controls 10 hexagons with a combined revenue of 20 electrum, and if that element has 10 players, each player will receive 2 electrum that turn.
It doesn't seem like a bad idea that revenue is split among players of an element. This way, assuming total revenue is the same for two elements, the one with more players will not necessarily have an advantage.

However, when every element has more players, the amount that every player gets will be less.

My suggestion is that the "1-3 electrum per turn" is based on a fixed number of total players, say, 100. If there are more or less players, the electrum gain is scaled proportionately. So if there are 200 players total, hexes would produce 2-6 electrum instead, but this would be compensated for by having twice as many players to split it amongst.

Offline TimerClock14

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Re: Money and revenue https://elementscommunity.org/forum/index.php?topic=8967.msg253838#msg253838
« Reply #23 on: January 22, 2011, 02:47:24 am »
Each hexagon produces 1-3 electrum per turn (depending on the value on that hexagon) to the element that controls that hexagon. All that money will be divided by all the players in that element. This means that if an element controls 10 hexagons with a combined revenue of 20 electrum, and if that element has 10 players, each player will receive 2 electrum that turn.
It doesn't seem like a bad idea that revenue is split among players of an element. This way, assuming total revenue is the same for two elements, the one with more players will not necessarily have an advantage.

However, when every element has more players, the amount that every player gets will be less.

My suggestion is that the "1-3 electrum per turn" is based on a fixed number of total players, say, 100. If there are more or less players, the electrum gain is scaled proportionately. So if there are 200 players total, hexes would produce 2-6 electrum instead, but this would be compensated for by having twice as many players to split it amongst.
indeed, if you only control, say, 20 hexes, thats 60 :electrum at max. If you have 100 players, each player will get about 2/3 :electrum. That's rather impossible, and rounding up would be generating 1/3 :electrum from absolutely nowhere, which is unfair to other teams IMO. so if you have 100 players, and the formula krahhl suggested above, each player would get 1.2 :electrum per turn, rounded up that's 2  :electrum per turn, rounded down (more likely to happen) would just be 1 :electrum per turn.
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