Global Commodity Market
Posted: Thu Apr 16, 2020 1:34 pm
Hi again,
my next idea is about Natural Resources Firms (NRF) and how to expand their income through a common commodity market.
1.
The Global Commodity Market - GCM will be like the stock market in-game, it will show internationally sold commodities and the player will have access to buy/sell them and profit from it. The menu for GCM will show - name of the commodity, quality, available quantity, prize at the moment, prize's going up or down, and (if available) player's quota of owned commodity in $ (just like shares of other corps).
2.
Each NRF will now have a option yes/no called "Sold some of the production to GCM" with a slider in %. If the player select Yes and put the slider to 50% for example, half of the produced quantity of the material will be sent and sold in the GCM directly. This will work for all types of NRF, and can even work for some farm products like "chicken", "corn" or "sugar". All natural resources will be traded on GCM, without exception, with the only difference will be how wanted they are - and of course - the prize.
3.
The player can also buy commodities from GCM and have them "virtually" there for some time. The player now has 2 options:
- wait for the prize to rise and sell his quota for profit, or keep his quota as hedging for the future
- move his quantity of the material in "real world" - which means removing it from the GCM and moving in into one of the game cities, if his company has warehouse to offload it there. From then on, he can use the way he wishes. The cost of this "moving" will be different for each city. The commodity now can be used for making stuff. Loading it back to GCM is also an option.
4.
Some materials of low quality won't be available in the GCM, which includes ones mined by the player. For example, gold has to be at least 80Q to enter GCM, oil has to be at least 65Q and so on.
5.
New natural resources will be available to mine/extract and so on, and even if they can not be used for manufacturing new products, they can be 100% exported to GCM and be traded there.
Here's a (including new and old materials) possible list:
From farms: Sugar, Coffee, Rice, Potatoes, Rubber, Wheat, Cotton, Olive Oil, Rapeseed, Soybean, Pork Meat, Chicken Meat, Tea, Cocoa, Wool, Milk, Corn, etc
Energy: Uranium, Natural Gas, Oil, Oil products (in future updates if become available: crude oil, propane, plastics, gasoline, etc)
Industrials: Copper, Aluminium, Lead, TIn, Nickel, Cobalt, Iron, Molybdenum, Titanium, Wolfram, Zinc
Precious: Gold, Platinum, Silver, Diamonds, Gems, Palladium
Other: Lumber products, Salt, Sand, Water, Stones (new extraction firm for these)
Semi-products: plastics, leather, paper, steel
(color scheme can be upgraded to show which group the resources belong to, i mean - on the map)
6.
Commodities added for this will not be used for anything other than GCM - for now. Existing ones will be expanded where possible to have more products. For example gold now has some products, but a new product (golden necklace) can be added. Same for oil (new building Oil Refinery is already mentioned several times here, and its products), lumber (hardwood, paper, cardboard, pulp, methanol), silver (earing, rings, necklace, bracelets) and so on.
7.
Usage: for one, all the commodities can be used for hedging and investment in short and long terms strategies. Also - for buying and moving materials in cities, where they're not available. The demand for such materials will be increased in game, so they'll be more profitable. The commodity may have 4 types of buyers/users:
- GCM (if selected and adjusted)
- local firms
- other corporations
- your own manufactoring firms (internal sales still applies, even if some quantities go to GCM)
So if you have some ideas, please share and give your opinion on this idea.
See ya.
my next idea is about Natural Resources Firms (NRF) and how to expand their income through a common commodity market.
1.
The Global Commodity Market - GCM will be like the stock market in-game, it will show internationally sold commodities and the player will have access to buy/sell them and profit from it. The menu for GCM will show - name of the commodity, quality, available quantity, prize at the moment, prize's going up or down, and (if available) player's quota of owned commodity in $ (just like shares of other corps).
2.
Each NRF will now have a option yes/no called "Sold some of the production to GCM" with a slider in %. If the player select Yes and put the slider to 50% for example, half of the produced quantity of the material will be sent and sold in the GCM directly. This will work for all types of NRF, and can even work for some farm products like "chicken", "corn" or "sugar". All natural resources will be traded on GCM, without exception, with the only difference will be how wanted they are - and of course - the prize.
3.
The player can also buy commodities from GCM and have them "virtually" there for some time. The player now has 2 options:
- wait for the prize to rise and sell his quota for profit, or keep his quota as hedging for the future
- move his quantity of the material in "real world" - which means removing it from the GCM and moving in into one of the game cities, if his company has warehouse to offload it there. From then on, he can use the way he wishes. The cost of this "moving" will be different for each city. The commodity now can be used for making stuff. Loading it back to GCM is also an option.
4.
Some materials of low quality won't be available in the GCM, which includes ones mined by the player. For example, gold has to be at least 80Q to enter GCM, oil has to be at least 65Q and so on.
5.
New natural resources will be available to mine/extract and so on, and even if they can not be used for manufacturing new products, they can be 100% exported to GCM and be traded there.
Here's a (including new and old materials) possible list:
From farms: Sugar, Coffee, Rice, Potatoes, Rubber, Wheat, Cotton, Olive Oil, Rapeseed, Soybean, Pork Meat, Chicken Meat, Tea, Cocoa, Wool, Milk, Corn, etc
Energy: Uranium, Natural Gas, Oil, Oil products (in future updates if become available: crude oil, propane, plastics, gasoline, etc)
Industrials: Copper, Aluminium, Lead, TIn, Nickel, Cobalt, Iron, Molybdenum, Titanium, Wolfram, Zinc
Precious: Gold, Platinum, Silver, Diamonds, Gems, Palladium
Other: Lumber products, Salt, Sand, Water, Stones (new extraction firm for these)
Semi-products: plastics, leather, paper, steel
(color scheme can be upgraded to show which group the resources belong to, i mean - on the map)
6.
Commodities added for this will not be used for anything other than GCM - for now. Existing ones will be expanded where possible to have more products. For example gold now has some products, but a new product (golden necklace) can be added. Same for oil (new building Oil Refinery is already mentioned several times here, and its products), lumber (hardwood, paper, cardboard, pulp, methanol), silver (earing, rings, necklace, bracelets) and so on.
7.
Usage: for one, all the commodities can be used for hedging and investment in short and long terms strategies. Also - for buying and moving materials in cities, where they're not available. The demand for such materials will be increased in game, so they'll be more profitable. The commodity may have 4 types of buyers/users:
- GCM (if selected and adjusted)
- local firms
- other corporations
- your own manufactoring firms (internal sales still applies, even if some quantities go to GCM)
So if you have some ideas, please share and give your opinion on this idea.
See ya.