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5/11/2009
4/30/03
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Production works as follows: Instead of having a certain number of factories that you "tool" top a certain product, you now have a certain number of manufacturing workers available to you. You may allocate these workers as you wish to begin creating certain items. To do this, you must have the requisite materials for each item. Some items only take 1 type, while others take many different types (thank you to Krait for working out these numbers). How much of each is not currently listed, but will be soon. What is listed is how many of each type you can produce (factories section of the Land/Build page). To start production, click the begin production button and choose how many you would like to make. Then you will be asked how many workers to allocate to the production task (the more the faster). Once you allocate workers to a task you can NOT currently tell them to stop, so keep that in mind. The product will be delivered to whatever your active zone is when you commission the production task. These items will be delivered each time you log in as they are produced until the total number has been reached.
Why this is good: For starters it is simply a more logical, flexible and fun system. Instead of tooling many factories to something and having to wait for long periods of time while it is produced, you may allocate your priorities as you wish and change your production from day to day. Mines and resources will be new sources of income for empires that choose to exploit them, and also new sources of greed and envy for those that want them. Currently, the resource being sold by Neveron Arms Sales, Inc. are about 10 times what they should be someday (depending on market forces). As people start mining the costs will drop since the resources will be more abundant. If you are mining it is important to note that you are getting resources for a much cheaper cost than you would be if you bought them off the market. This means that your production costs will be significantly cheaper. However, if people start over mining in areas then the market price could potentially drop below what it costs to pull the stuff out of the ground (your maintanence costs for the mine) thus making mining a profitless venture.
The Markets: This will, no doubt, cause inflation in the markets on Neveron. In most cases this is an extremely good thing. Most of the infantry products and many of the vehicles currently produced are being sold for less than what it costs to produce them, much less the money invested in researching and tooling the factories. The new system makes it very easy to calculate the profitability of a product, and the new flexibility allows people to shift their product line to meet the demands of the market. Additionally, people will not have factories endlessly producing an unlimited amount of a product simply because they have nothing better to do with the factory. All of these factors should significantly boost the profitability of production. It also means that smaller empires who have benefited greatly from a drastically oversupplied market will have to work a little harder to buy some of the vehicles and infantry weapons that have been taken for granted the past several months. When the markets go up, please remember that the old "break even" cost of assault rifles was $7,000 per unit and we have seen them go as high as $35,000 per unit in the past. We will, of course, be monitoring all the markets and making adjustments as we see fit to keep the game enjoyable, however do not come to us if you can not find enough of the resource you want or you think the price of a product is too high. These are all parts of the game that will change and fluctuate as player behavior changes and fluctuates. We both encourage everyone to saly forth and exploit these new changes to their best advantage. Questions can be referred to Help@neveron.com but we encourage you to scour the pages available before you ask any questions. We will be creating help files as soon as we can. Good luck and have fun!
4/8/03
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