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Author Topic: Cold War Arms Race Test: Turn 2/7  (Read 4447 times)

Taricus

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #30 on: October 18, 2017, 08:44:07 am »

Actually that's just what the nations pay or the take-home profit from those sales after expenses.
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Khamsin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #31 on: October 18, 2017, 09:37:08 am »

Okay, there's a lot to take in here and I'm a little bit boozed up, so forgive me if I'm not clear. I'm thankful for all the questions you guys, it's really helping me deal with developing the ruleset, especially the obvious crap I've missed.

Anyways.

The first thing is a fundamental question of the game. Alliance can be very helpful, rigging it in favour of your companies. However, it's not in the way you're currently thinking. Making one side win will be... difficult, and not exactly your aim. NATO and the USSR are not in the business of letting these countries fall, and it's possible they'll get major support from these sides. So what an actual alliance would look like is this: one company sells something to one side, the other to another, and they each have forewarning so on the following turns they can develop countermeasures for each ofher's products in a cartel fashion. The problem is that there's only one winner to this game.

Anyways, yeah, I should have made it clearer to you that you could only do it if you choose beforehand.

The prices are the prices for you to produce that much. You can mark up as much as you'd like. 50%, 75% and below are generally safe, but higher and you may suffer reduced demand, whereas selling them for less may give you increased demand. Point is: sell it for what it's worth.

Also you can only do a number of revisions equal to your labs, same rules as designing.


Is this acceptable?

Also, it seems like alliance is an inevitable possibility in any multiplayer game - we could just discuss our plans separately and work to make complementary designs, after all.
Yep, that seems pretty acceptable to me.
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Tiruin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #32 on: October 18, 2017, 10:37:11 am »

Anyways, yeah, I should have made it clearer to you that you could only do it if you choose beforehand.

The prices are the prices for you to produce that much. You can mark up as much as you'd like. 50%, 75% and below are generally safe, but higher and you may suffer reduced demand, whereas selling them for less may give you increased demand. Point is: sell it for what it's worth.

Also you can only do a number of revisions equal to your labs, same rules as designing.
Can you edit the clearer-beforehand to apply to the whole phase then? :P Thanks ahead!
Honestly it just makes it all easier--CEO bonus happening passively instead of 'GAMBLE ON THIS ONE!'

Also what prices? o_O I thought that's the income (plus silent expenditure amount).
Actually I've no idea what they still mean without a demonstrative example >.>
Because I spent 70M designing those things :P  Also what is a mark up (I'm more forgetful what and how they mean/work .-.;)
And my # of labs do not mean they're restricted to one type--I can revision both or neither or only one. But yeah, just side commenting on this last line. Everything above is a query for when you're better feeling.

« Last Edit: October 18, 2017, 10:54:48 am by Tiruin »
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Maximum Spin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #33 on: October 18, 2017, 10:41:53 am »

The price per unit is separate from the price to design a thing. You pay your design workers to design something, but then you also have to pay for the actual materials and labour to build them. So, eg, if the price per unit is $1 and you have $5, you can only make five units, and you'll want to sell them for more than $1 each if you want to, you know, profit.
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Shadowclaw777

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #34 on: October 18, 2017, 05:19:39 pm »


@Khamsin, one of the designs states that it can use technology from another company, can my company go and buy that technology, or would it require a revision so that I can have that technology on my design?
« Last Edit: October 18, 2017, 05:52:18 pm by Shadowclaw777 »
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Khamsin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #35 on: October 18, 2017, 10:39:27 pm »

@Shadowclaw, the way that works is that the mentioned device is actually from the USSR. It's unlikely that they will sell to you. But it allows your buyers to still have the capability without having to use an option from you.
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Madman198237

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #36 on: October 18, 2017, 11:18:24 pm »

PTW.

This looks like a very fun but dangerously documentation/bookkeeping-heavy game.

I kinda want to just start posting vague advice for fun and profit. Anyways, this should get very, VERY interesting.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Khamsin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #37 on: October 19, 2017, 03:02:36 am »

It is now the Marketing phase. Choose which products you'll be marketing to which countries. Apply your bonuses, set your prices. In addition, I will be introducing STOCKPILING. You can produce units without a buyer to stockpile them. I may be introducing manufacturing limits, making what you sell more strategic. For now, though, it won't be very useful. Also, please start adding your company sheets to your turns.

Spoiler: Oxalis (click to show/hide)

Spoiler: Arbores (click to show/hide)
Spoiler: Efficaco (click to show/hide)
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Tiruin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #38 on: October 19, 2017, 03:22:37 am »

. . .Ya know, I'm kinda wishing that this wasn't just a mechanics based test game, but I have these good times stored in memory anyways. Why don't I ever get as good things when I'm in games?! :'( This never really happens to me!

Also shakes fist at warehouse fires. That was a ONE!

Quote
Cost Reduction: Special
I don't know how to work with this. :'(

Also have you given thought to re-mod'ing the CEO bonus to 'least rolled roll' instead of 'pick and gamble'? :3
You can restructure it when you do run a game if you believe it may be too OP! But we'll never know unless we push this way.

Also2, how do we do marketing? Just mention what we sell? I've no idea what PRICE to put if I should put any... >.>


Let's see. 70M for design. 40M for renovation. Now I have THREE things to sell! :I Hum!
Looking over the results of weeks of revisions and work, the latest accident hit Arbores Technologies hard. While they had kept archival backups, it was the applied sciences that were lost--whole configurations and proof-of-concept products. Nobody had been killed, and the oversight was thoroughly investigated to a lead cause of external error (of whom it may seem, would be deduced to human interference?), but the time was on for marketing! And sadly, given the lack of what would have occurred--things did not look hopeful.

Spoiler: Draft (click to show/hide)
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Shadowclaw777

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #39 on: October 19, 2017, 03:50:31 am »



@Khamsin, because I made one of the designs have two products version of themselves, I can attempt to market them both, correct?
« Last Edit: October 19, 2017, 06:05:43 pm by Shadowclaw777 »
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Re: Cold War Arms Race Test: Turn 0/7 3 Players needed.
« Reply #40 on: October 19, 2017, 04:49:29 am »

Spoiler (click to show/hide)
Spoiler: Marketing (click to show/hide)
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Tiruin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #41 on: October 19, 2017, 09:18:44 am »

I can't make a post unless the mechanics are fleshed out x.x
Wasn't it abstracted in the past so people don't have to deal with quantity of any single product and more just that there is the design? :-\
Or on "markup" for that matter ._.
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Madman198237

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #42 on: October 19, 2017, 04:28:21 pm »

Tir, I do believe you choose how many battalions' worth of the stuff you're going to produce and try to sell.
I think.

Markup is "How much are you selling for, compared to how much it costs you to make."

So, if you have something that costs 100 million, and you sell it for 120 million, that's 20% markup (And is INSANELY low for the weapons industry. 50% markup is FAR more common, if not much, much higher)
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Tiruin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #43 on: October 20, 2017, 09:53:06 am »

Let's get a post in then, at the best point of my guess-ature :'(
Quote
It is now the Marketing phase. Choose which products you'll be marketing to which countries. Apply your bonuses, set your prices. In addition, I will be introducing STOCKPILING. You can produce units without a buyer to stockpile them. I may be introducing manufacturing limits, making what you sell more strategic. For now, though, it won't be very useful. Also, please start adding your company sheets to your turns.
I hope I am not too lost since the two other folks did their thing!

[In which things are now FIXED in this post, but not edited into the prior one!]
Let's see. 70M for design. 40M for renovation. Now I have THREE things to sell! :I Hum!
Looking over the results of weeks of revisions and work, the latest accident hit Arbores Technologies hard. While they had kept archival backups, it was the applied sciences that were lost--whole configurations and proof-of-concept products. Nobody had been killed, and the oversight was thoroughly investigated to a lead cause of external error (of whom it may seem, would be deduced to human interference?), but the time was on for marketing! And sadly, given the lack of what would have occurred--things did not look hopeful.

Spoiler: Draft (click to show/hide)
« Last Edit: October 20, 2017, 09:54:40 am by Tiruin »
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Khamsin

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Re: Cold War Arms Race Test: Turn 1/7
« Reply #44 on: October 20, 2017, 09:54:45 am »

Okay, so, I've been busy for the last day or two so I haven't had proper oppourtunity to return and give the turn. So here I am!

Basically, all you have to do with marketing is to
a. Choose who you're marketing the goods to, and what goods you're marketing.
b. Set the price you'll be selling them for.

Nothing more is done beyond those two steps- the country will buy the amount they want from you. That's how it's gonna work for now. Adjust your turns as necessary, and then I'll get the turn rolling.
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