Resource Management System
- Jan 6, 2018
Resource Management System
DRAFT // EARLY REVISION
The next two updates will see some major changes across the forum, the second update which will likely be early 2023 will see the implementation of a new Economy System which is been re-designed from the ground up with the intention of installing new features and opening the forum up to many new, meaningful roleplay scenarios. This would include the 'Resource Management System' that would allow the production, consumption, import and exporting of specific resources that will impact your country in more then one way.
II. The Resources
This would see a number (Unconfirmed quantity but could be between 10-20 types of resources) be introduced. For the purpose of the below documentation, a few examples are: Oil; Food; Gas; Metal. This is managed in five terminologies:
- Factories / Refineries can be built in-game using the Infrastructure forms and their price / resource are determined by the size. This can range from a small to a large factory. Once complete, you will see a 'PRODUCTION' quantity be added to your Stockpile (see below)every tax period.
- Each resource will have a consumption quantity based on your population. For an example, each person in your country may use 2 units of gas a tax period. This would show in your consumption as to what is used domestically. This would be a fixed percentage for each type of resource, and subject to the countries population.
- Trade Submissions would be updated to allow resources to be sent to other players, this would allow a small number of resources per trade route (Number unconfirmed, but as an example, 3 resources per freight ship). This figure would be the number of units per resource that you are receiving from other players per tax period.
- Trade Submissions would be updated to allow resources to be sent to other players, this would allow a small number of resources per trade route (Number unconfirmed, but as an example, 3 resources per freight ship). This figure would be the number of units per resource that you are sending to other players per tax period.
- The equivalent of what you have available, this would be under the following formula: PRODUCTION + IMPORT - CONSUMPTION - EXPORT. To maintain your country, this should be at 0 or higher. If below, it can cause some serious problems domestically.
III. Military and other Events
Although this would have huge non-military application, it would need to be a consideration for any operations. Militaries must be fed and supplied and by engaging in an operation, your CONSUMPTION rate per tax period would increase. This could mean you may be using more then you have available which would see your stockpile go down, or even develop into worse situations.
The exact same scenario would take place for other aspects of the forum, not just war. This could mean that the closing of certain canals would cause delays and a temporary modifier would be instilled; causing issues with trade and your countries resources. Perhaps it opens options to meet new friends to maintain your income.
It also means trade routes need to be protected, losing a ship currently full of rice or machinery - well, you don't really need to worry. Losing it with the Resource Management System in place, it could costs you millions, even billions of dollars.
VI. The Bonus
We have to acknowledge that certain countries have certain benefits due to their geographical location. This isn't always the case, but we would have an option to apply a "National Advantage". In the interest of fairness, this would only apply to one resource per country and would be based on real life. For example, a Middle Eastern country may receive more oil per tax period per factory, as a none-Middle Eastern country. This opens the doors for other countries to have a serious impact on the world and... quite frankly, be needed.
V. What extra 'Chores' would I need to do?
This is always the concern when we've ever had discussions of resources, or even other systems. I personally RP because I like it, I'm a fan of micromanagement to a degree and right now, I personally think MN has too many 'forms' to fill out (Disclaimer: I'm working on this, the next update will see a huge overhaul to reduce admin time for everyone).
FORTUNATELY! This isn't all that different. Trade Submissions are already done on the forum except this would be changed. We'd add the options to specify the resource, and how many units. Rather then just adding new fields to an already-over-populated form, we'd also look to reduce it.
Personally, I think we would get away with just having origin/departure as the nation, not the exact port. The removal of the interval, as this would be per tax period. We could also remove the route and work on the basis that it would take the most direct route... been realistic, you'd have a freight ship go down the Suez Canal as opposed to going around Africa unless IC affairs dictated otherwise.
This is just some examples but from a trade submission point of view, it'd be more meaningful and a little less, useless information.
Following that (which is already done), the only extra I could see in terms of workload would be building factories - but even then, that's an optional venture as discussing trade routes may be what you'd prefer. Letting others supply your resources, for a nice buck no doubt. $$$
In terms of the admin, I don't think this is too much in comparison with the benefits the system would have.
VII. The Pros and Cons
Even though it's an idea I'm pitching, I'd actually prefer to hear the cons. Modern Nations main focus is to be a geopolitical nation sim, not a war sim. If no one likes this idea, there's no problem with that but I would love to hear the feedback, good or bad.
The benefits I've considered are:
- Meaningful trade can take place, this isn't just a form that no one will ever use to export cargo that will also never be used. This lets trade routes be discussed in-game with genuine consideration for what your country needs.
- It's another expense. I suppose you could mark this as a con but most the transactions on the forum are military in nature. This would be a boost to none-military roleplay. I think that's a pro!
- New business opportunities, trading as a country is one thing but it opens a new revenue for a new or established business. It also means buying vehicles to transport the foods.
- Military application is good for those that prefer it. It means you could cut the supply lines and it really impact the player. If they don't have fuel, how can they launch their aircraft? Push them into submission!
- World affairs must be watched. You could easily live in Europe and avoid Asia at all costs ... unless you have a trade route that you rely on. What if pirates, or another state interrupt it? Security of your trade routes suddenly becomes... well, vital.
- Humanitarian aid becomes more then just a post! Delivering x amount of units of y resource to z country due to a wildfire? It matters!
So, I struggled with the cons. I'm not saying there isn't any, but from what I'd like to see, the only cons I could consider are whether it would be a chore of some sort, but I hope my points above would suggest otherwise.
From a staff team point of view, the new economy I'm working on reduces a lot of work elsewhere. I'm trying to make it as self-sufficient as possible with less manual work. This would be discussed with the full staff team to make sure it won't be unmanageable.
VIII. The finale
A few considerations that don't yet have solid answers as we would need to understand the impact, but I thought I'd mention them:
- What if a country leaves that has a trade route active? I'm not sure! There may be an argument that it stays active, but at the moment if a player leaves we consider it that the government has collapsed. If the trade route closed with a collapsing government, it would mean the world is forever changing and you would always need a backup and to be careful with which governments you deal with. I don't think it would be a bad thing, but at the same time, we could just keep it a valid route. Discussions to be had on this one!
- What would the resources be? We'd need a good amount to make it viable otherwise it would be too easy to just build factories for the 3 resources and job done! Ideally a good variety of options where some could have genuine impact.
This is a very early concept, some terminology/processes may change depending on the process but at the moment, we'd love to hear ANY AND ALL feedback!
Could this give a new lease of life to the RP / forum? Or just make everyone feel like it's a lil' bit of a chore.