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World war 2 alternate world political/war RP

So I say keep:


Name:


Pop:


Government tax amounts:


Major Exports:


Military stuff:


Average salary of rest of population:


A few other things: (optional)


Nebraska:
Population- 971,079
Military: 145,662

Government money- 7,364,248,121
5% tax for all citizens
15% tax for all companies

(Optional) Tax from farmers- 378,370,741
Tax from Ration Makers- 13,620,000
Tax from bullet Makers- 37,710,000
Tax from popcorn- 180,090,000
Tax and money from GEC- 6,583,200,000
taxes from Gun Makers- 7,641,000
Tax from Military-27,617,515
Tax from other citizens- 135,998,865

Military- 145,662
Weekly income- 79
Yearly Income- 3,792
Possible savings- 603
Combined income- 552,350,304
Taxed from income- 27,617,515

Other population- 735,129
Yearly Income- 3,700
Possible savings- 515
Combined income- 2,719,977,300
Taxed from income-

Bullet Makers
Steel ingots needed- 1 ingot/5
Per year- 500,000 / 2,500,000
Amount of bullet mags produced and sold per  year- 49,000,000 / 245,000,000
Workers- 5,000
Weekly wages- 80
Yearly wages- 3,840
Possible savings- 648
Combined Wages- 19,200,000
Money used by factory- 21,700,000
Money earned by factory- 245,000,000
Profit of factory- 186,550,000
Tax- 36,750,000

Pop corn makers
corn needed- 1/5
Corn needed Per year- 50,000,000/ 100,000,000
Salt needed per year- 5,000/ 250,000
Amount of popping corn produced and sold Per year- 600,000,000 / 1,200,000,000
Workers- 500
Weekly wages- 75
Yearly wages- 3,600
Possible savings- 420
Combined Wages- 1,800,000
Money used by factory- 102,050,000
Money earned by factory- 1,200,000,000
Profit of all factories- 917,950,000
Tax- 180,000,000


Gun Production- (one factory)
Steel ingots needed- 1/5
Steel ingots needed per day- 2,000/ 10,000
Per week- 14,000/ 70,000
Per month- 56,000/280,000
Per year- 672,000/ 3,360,000
Amount of guns produced and sold per day- 150 / 150,000
Per week- 1,050 / 1,050,000
Per month- 4,200 / 4,200,000
Per year- 50,400 / 50,400,000
Workers- 450
Weekly wages- 75
Yearly wages- 3,600
Possible savings- 420
Combined Wages- 1,620,000
Money used by all factories- 14,940,000
Profit of all factories- 
 
Last edited by a moderator:
There is no way of making a hardcap economics system work within the current context of this roleplay, much less one so ludicrously indepth as that proposal.


In order for an economics system like that to work you'd first need to establish a global standard wealth unit by which everything else will be measured, which would require a complete overhaul of every existing sheet and a complete mechanical rework from the ground up in order to support it.


As people have pointed out with the populations, military sizes, etc, the game is well outside the bounds of anything resembling realistic, and that's okay. There's nothing wrong with that, why change it? A loose economic system can serve the roleplay perfectly well without needing to bog it down in massive amounts of number crunching to achieve anything.
 
Tax from farmers- 378,370,741
Tax from Ration Makers- 13,620,000
Tax from bullet Makers- 37,710,000
Tax from popcorn- 180,090,000
Tax and money from GEC- 6,583,200,000
taxes from Gun Makers- 7,641,000
Tax from Military-27,617,515
Tax from other citizens- 135,998,865

This could be simplified into tax from farming, mining and industry, having each specific industrial field is way over the top

Bullet Makers
Steel ingots needed- 1 ingot/5
Per year- 500,000 / 2,500,000
Amount of bullet mags produced and sold per  year- 49,000,000 / 245,000,000
Workers- 5,000
Weekly wages- 80
Yearly wages- 3,840
Possible savings- 648
Combined Wages- 19,200,000
Money used by factory- 21,700,000
Money earned by factory- 245,000,000
Profit of factory- 186,550,000
Tax- 36,750,000

Pop corn makers
corn needed- 1/5
Corn needed Per year- 50,000,000/ 100,000,000
Salt needed per year- 5,000/ 250,000
Amount of popping corn produced and sold Per year- 600,000,000 / 1,200,000,000
Workers- 500
Weekly wages- 75
Yearly wages- 3,600
Possible savings- 420
Combined Wages- 1,800,000
Money used by factory- 102,050,000
Money earned by factory- 1,200,000,000
Profit of all factories- 917,950,000
Tax- 180,000,000


Gun Production- (one factory)
Steel ingots needed- 1/5
Steel ingots needed per day- 2,000/ 10,000
Per week- 14,000/ 70,000
Per month- 56,000/280,000
Per year- 672,000/ 3,360,000
Amount of guns produced and sold per day- 150 / 150,000
Per week- 1,050 / 1,050,000
Per month- 4,200 / 4,200,000
Per year- 50,400 / 50,400,000
Workers- 450
Weekly wages- 75
Yearly wages- 3,600
Possible savings- 420
Combined Wages- 1,620,000
Money used by all factories- 14,940,000
Profit of all factories- 

This stuff in general is way in depth and not needed for what this nations really wants.
Just setting up a simple
20 steel factories, 3 artillery factories, 1 shipyard, income of x based on arbitrarily established value is all you really need imo.
 
This could be simplified into tax from farming, mining and industry, having each specific industrial field is way over the top


This stuff in general is way in depth and not needed for what this nations really wants.
Just setting up a simple
20 steel factories, 3 artillery factories, 1 shipyard, income of x based on arbitrarily established value is all you really need imo.



Would we possibly want to point out where these are? I can imagine them becoming targets...

what do you think tahana?



Still missing culture.
 
Yeh, if you look at my map i already had a basic thing set up with cities and urbanization rates.


we just gotta you know.


Establish arbitrary stats for those factories in production numbers and income and thats all we need.


A couple of rules.
 
New Francean Culture: The Culture Of New Francea is a strict dictatorship. Qualifacation is the key to living in New Francea. Many people of new francea are hostile to all outsiders. Don't let me get to the government's laws because if you get one broken, well your "deleted" from existence.


P.S. Ive never done a nation's culture so this is my first time. plz accept this.
 
heres an example of how i think it could work


State has:
3 metal processing factory, 1 of these factories allows 1 factory constructing mechanical things (like those mentioned under here)


1 aeroplane factory, produces lets say 25 planes per turn and takes one metal processing factory


1 truck factory, produces lets say 40 trucks per turn and takes one metal processing factory


1 surplus metal processing factory means you earn 1 arbitrary money point from it per turn or you can stockpile it.


as a simple example
 
population: 1,384,000
Gov. Money-(insert amount added together here)
Military:  85,000

Revenue:
Corn- 50,000 pieces worth 100,000
Apples- 60,000 pieces worth 120,000
Steel- 40,000 pieces worth 120,000
Citzens- 35,000

If you wanna trade, ask the person you wanna trade with to do so and you have to come up with a trade deal where you pay a certain amoumt for a certain amount. Trading is risky with pirates, making other ports useful for trade.

If you wanna buy stuff from factories, you pay a certain amount to get the stuff from one of your cities
 
I think you're too bound to the zeroes.


It overcomplicates a system that could be allot simpler calculation wise and it only represents an abstract system anyways.


Population of: 1,384000


lets say 500.000 live in rural areas then.


so you produce corn and applies there, you got a rough 50/55 distribution so lets say 100.000 people produce 1 "farming good", so you'd get 2 corn and 3 apples. (would be representing probably hundreds or thousands of tonnes of said good)


you seem to take a 1 farm good = 2 money system so you'd be earning 10 treasury points.


Its essentially the same you could say, i might even agree but zeroes can really overcomplicate a system once you start having 12346,12 civilians working and producing 2133415,13 apples or something.
 
I think you're too bound to the zeroes.


It overcomplicates a system that could be allot simpler calculation wise and it only represents an abstract system anyways.


Population of: 1,384000


lets say 500.000 live in rural areas then.


so you produce corn and applies there, you got a rough 50/55 distribution so lets say 100.000 people produce 1 "farming good", so you'd get 2 corn and 3 apples. (would be representing probably hundreds or thousands of tonnes of said good)


you seem to take a 1 farm good = 2 money system so you'd be earning 10 treasury points.


Its essentially the same you could say, i might even agree but zeroes can really overcomplicate a system once you start having 12346,12 civilians working and producing 2133415,13 apples or something.

I dislike the idea of points and as I see it as a faux system that lacks giving people the feeling of running a real country. As well, your idea seems to discard the idea of trade and such. With my idea, it allows for trade, takes civs in account for making taxes and doesnt actually make you do books. Its a simple idea that allows people to wield economic power and trade for goods they may need for projects.
 
My idea allows for plenty of trade too honestly, the literal only difference is that mine has less zeroes. That is literally all i changed.


Zeroes where not needed only make a system more convoluted.
 
There is no way of making a hardcap economics system work within the current context of this roleplay, much less one so ludicrously indepth as that proposal.


In order for an economics system like that to work you'd first need to establish a global standard wealth unit by which everything else will be measured, which would require a complete overhaul of every existing sheet and a complete mechanical rework from the ground up in order to support it.


As people have pointed out with the populations, military sizes, etc, the game is well outside the bounds of anything resembling realistic, and that's okay. There's nothing wrong with that, why change it? A loose economic system can serve the roleplay perfectly well without needing to bog it down in massive amounts of number crunching to achieve anything.



For the sake of repetition.
 
My idea allows for plenty of trade too honestly, the literal only difference is that mine has less zeroes. That is literally all i changed.


Zeroes where not needed only make a system more convoluted.

I disagree. I dont see how your system can support trade, or make embargos and such possible. And so what, we lose the the unneccesary 3 last zeros. And let people do as they please if they wanna buy 25 airplanes from a city, they can with actual cash that allows people to do a whole lot more. They can buy multiple things, as in real war. Not invest in one thing in a more turn based appearing game. All they need to know is how much money they have and decide whether to sell locally or trade each 'turn'.
 

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