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 Economy Idea & Debate

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Lockhart

Lockhart


Posts : 241
Join date : 2008-01-12
Age : 38
Location : PT, Portugal

Economy Idea & Debate Empty
PostSubject: Economy Idea & Debate   Economy Idea & Debate Icon_minitimeWed Jan 16, 2008 2:44 pm

This was talked for several minutes by a few players, specially Cap. Lockhart, Truffel and Pallaeon.

The basic concept in theory works around a small amount of players who gather them selfs and create a self sufficient economy within a society and ONLY release the final product into open market, this is also a way to monopolize a specific market item.

Final Item A needs 10 Items to be created.

Player A creates the first 5 in large amounts and instead of selling these items for the common market price of 10 DB's/Unit (example price) sells them to a friend for 9 DB's/unit
Player B creates the last 5 in large amounts and instead of selling these items for the common market price of 10 DB's/unit (example price) sells them to a friend for 9 DB's/unit


Player C buys items from both Players A and B with a discount, sets up a mass crafting operation and sells the final product to both society and Open Market.

Concepts:
#1) Selling items to society ONLY at crafting price + a small profit for all 3 players.
#2) Selling items to Open Market with an average price who will allow a normal profit rate at the same time it would mass flood several main markets (IE: Jenny Bay, Bartica, Port Royal, ETC ETC).

This allows players to set up mass production lines, but also needs far more coordination from society and its members, but if well planned in theory should allow a larger profit rate for all players.

See it has a prehistoric mass rate production based on 3 sources, the suppliers, the crafter, the buyers.
Everyone needs something and the trick is to find what will always be needed, now and in 6 months from now.

This none the less needs to be planned and specifically timed for several stages, players must be on an regular time to craft and create the needed items.

See it this way, if one part of the production line stops, it will eventually create a problem since items will stack up, on the good side any part of this production lane can be easy replaced at an average starting capital.

Instead of creating a self sufficient line for 1 player, one can start with 1 or 2 X raw resource extractors and build his profit up from it.

Advices, Ideas?
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