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Teaspoon Game profile

Member
49

May 2nd 2018, 3:07:22


Important point to note is this. The whole economy of this game hinges on these factors only as far as I can tell.

Everything is tied to the amount of cash put into the system you can change anything you want production wise but if this is low price of all goods and tech price is low and market will be dead.

How it gets there
Positive factors

1. % of people playing cashers, if this is high things work great, market is alive prices are up and endgame nw Will be directly tied to this

2. The amount of goods sold on private market the other big way to drive the economy because it creates $$$ primarily driven by food sold on pm maybe even more generated by cashers

3. Baseline income produced by every country.. quite a lot generated. Tied heavily to exploration and land created by grabbing. But this probably doesn't vary massively from reset to reset.

Negative factors

1. Land tax
2. Military expenses ***if you tried to fix Indy by giving increase production you actually have a whole game negative effect to every strat including ironically the Indy player by creating a reset wide net increase to military expense and throwing $$$ out of the system.

3. Build costs

These are $$$ thrown out of the game system and the wiggle room to move. And has to be you cannot Increae pci cashers will dominate, cannot increase private market food cost... farmers will dominate. You could possibly reduce build costs but changes dynamics more.

Other random factors
Military destruction by warring maybe something else I'm overlooking.


How much $$$ total is produced by all countries throughout the reset. Endgame be is pretty much just how big of a slice did you manage to get hold of. If you get a big be in a casher/farmer heavy reset it's not because you were more awesome than someone who didn't in a set where there were less playing these strats.