Poll: Nation Sim DLC - now many nations should be in the game?
Posted: Tue Dec 24, 2019 5:48 am
With the interest in a Nation Sim gathering steam, the dev team see that it is the DLC concept that is most popular among the community and would like to seek your game design inputs on it. The following are the dev team's initial ideas. Feedback and suggestions are most welcomed!
Some of the features of the Nation Sim DLC
The player can get elected as a president.
The player can control the central bank and change the interest rate if the player becomes the president of the nation.
Monetary policies. The central bank performing Quantitative Easing (QE) by buying bonds from its own government.
Central government bonds.
Fiscal deficit or surplus. Fiscal stimulus at the risk of devaluing the currency. Metrics: Debt as a percentage of the GDP.
Potential features suggested by users to be discussed further
Jason's suggestions:
http://www.capitalism2.com/forum/viewto ... 132#p29615
1) Defense = Annual auction for defense contracts in each of the major areas such as Airforce, Navy, Army, Cybersecurity,
2) Education = Government contract for books + digital solutions; online education; tutors
3) Healthcare = Expand on the types of drugs available + medical equipment + allow players to own and operate hospitals for profit
4) Interest rate + banking regulatory changes (eg. change bank capital ratio)
If there are more than one nation:
5 cities per nation on average. When there are 2 nations, there will be 10 cities. When there are 3 nations, there will be 15 cities. More cities are possible if the user's computer can support it.
Military expenses. The presence of a defense industry.
Cyber warfare. Investments in tech and cyber security.
Different forms of governments and political systems. Democracy and non-democracy systems.
Diplomacy. Alliance between nations.
Trade deficit/surplus, trade treaties, tariff.
Land rights - for some nations, the lands are all owned by the government. You cannot buy land and must lease land.
Government owned enterprise - In some nations, there will be more government owned enterprises.
Design Concerns
A multi-currency system complicates things too much and could hinder the user's enjoyment of the game .
For your information: A separate post suggesting a multi-currency system: http://www.capitalism2.com/forum/viewto ... =52&t=5939
Please vote on the poll about your opinion of this design concern.
A little bit background info on how we determined that the Nation Sim DLC is the most popular:
We divided the number of positive votes by the number of views for all the DLC ideas and the suggest that Nation DLC got the most interest from community. There are the numbers as of this writing:
Post: Poll: Nation Sim DLC: the player can control the central bank
http://www.capitalism2.com/forum/viewto ... =49&t=7132
Positive votes: 23
Number of views: 321
Positive votes / number of views: 7.17%
By contrast, this post: Combining Energy and Realistic Mining in a single DLC
http://www.capitalism2.com/forum/viewto ... =49&t=6916
Positive votes: 15
Number of views: 1166
Positive votes / number of views: 1.29%
Other new DLC suggestions have numbers that are generally lower than that of the Nation Sim DLC.
Some of the features of the Nation Sim DLC
The player can get elected as a president.
The player can control the central bank and change the interest rate if the player becomes the president of the nation.
Monetary policies. The central bank performing Quantitative Easing (QE) by buying bonds from its own government.
Central government bonds.
Fiscal deficit or surplus. Fiscal stimulus at the risk of devaluing the currency. Metrics: Debt as a percentage of the GDP.
Potential features suggested by users to be discussed further
Jason's suggestions:
http://www.capitalism2.com/forum/viewto ... 132#p29615
1) Defense = Annual auction for defense contracts in each of the major areas such as Airforce, Navy, Army, Cybersecurity,
2) Education = Government contract for books + digital solutions; online education; tutors
3) Healthcare = Expand on the types of drugs available + medical equipment + allow players to own and operate hospitals for profit
4) Interest rate + banking regulatory changes (eg. change bank capital ratio)
If there are more than one nation:
5 cities per nation on average. When there are 2 nations, there will be 10 cities. When there are 3 nations, there will be 15 cities. More cities are possible if the user's computer can support it.
Military expenses. The presence of a defense industry.
Cyber warfare. Investments in tech and cyber security.
Different forms of governments and political systems. Democracy and non-democracy systems.
Diplomacy. Alliance between nations.
Trade deficit/surplus, trade treaties, tariff.
Land rights - for some nations, the lands are all owned by the government. You cannot buy land and must lease land.
Government owned enterprise - In some nations, there will be more government owned enterprises.
Design Concerns
A multi-currency system complicates things too much and could hinder the user's enjoyment of the game .
For your information: A separate post suggesting a multi-currency system: http://www.capitalism2.com/forum/viewto ... =52&t=5939
Please vote on the poll about your opinion of this design concern.
A little bit background info on how we determined that the Nation Sim DLC is the most popular:
We divided the number of positive votes by the number of views for all the DLC ideas and the suggest that Nation DLC got the most interest from community. There are the numbers as of this writing:
Post: Poll: Nation Sim DLC: the player can control the central bank
http://www.capitalism2.com/forum/viewto ... =49&t=7132
Positive votes: 23
Number of views: 321
Positive votes / number of views: 7.17%
By contrast, this post: Combining Energy and Realistic Mining in a single DLC
http://www.capitalism2.com/forum/viewto ... =49&t=6916
Positive votes: 15
Number of views: 1166
Positive votes / number of views: 1.29%
Other new DLC suggestions have numbers that are generally lower than that of the Nation Sim DLC.