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Author Topic: Project Terra  (Read 78500 times)

Cosmos

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Project Terra
« on: May 04, 2014, 01:08:20 PM »
http://project-terra.com/

A nation simulator like NationStates, but more "in-depth" per say. It still needs work, like military and war, and custom flags... but it is better than some other ones out there.

I can even pass laws for a constitution.

My people didn't want Dawkin's Act.

Stupid asses.

matty406

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Re: Project Terra
« Reply #1 on: May 04, 2014, 01:54:16 PM »
Looks interesting but you're restricted to real world government types, currency, and languages. But I love the concepts of election and law passing.

I wanted to pass the Aesir Loyalty Act. It did not pass.
They will learn to respect the Homžurau and the tenets of paganism. And an axe for every man.

Cosmos

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Re: Project Terra
« Reply #2 on: May 04, 2014, 02:44:53 PM »
but you're restricted to real world government types, currency, and languages.

You can make a custom language. I set mine to English de facto.


Last time I checked, everybody was restricted to a democracy. Though this has been renamed to a republic, so you maybe able to change the government to, say, a monarchy either through laws or the edit nation page.

P.S. my nation is called Amadeus.

FiahOwl

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Re: Project Terra
« Reply #3 on: May 04, 2014, 03:12:49 PM »

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« Last Edit: March 22, 2021, 12:51:23 AM by FiahOwl »

Cosmos

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Re: Project Terra
« Reply #4 on: May 04, 2014, 03:17:29 PM »
Looting national gold reserves you have looted 1 billion Zimbabwean dollars. Your population is Esperanto and speaks Jewish.

I am guessing that is good.

Xriqxa

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Re: Project Terra
« Reply #5 on: May 05, 2014, 06:00:40 AM »
Speaks Jewish, you say?

Darvince

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Re: Project Terra
« Reply #6 on: May 05, 2014, 10:08:46 AM »
Hail YHWH

Bla

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Re: Project Terra
« Reply #7 on: May 05, 2014, 10:26:36 AM »
Looks fun. Founded Blaist Blaland.

And kol election cool. Passed civil rights act.

KOL

"Dawkin's Act
Science and reason reign supreme."

Passing this immediately--- oh dear what only one law can be passed per day?

Darvince

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Re: Project Terra
« Reply #8 on: May 05, 2014, 10:27:51 AM »
lmao only 11 seats are owned by rightists

matty406

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Re: Project Terra
« Reply #9 on: May 05, 2014, 10:28:42 AM »
I wonder what happens when you lose the election.

Xriqxa

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Re: Project Terra
« Reply #10 on: May 05, 2014, 10:29:38 AM »
Probably start over. That would suck, kol.

Bla

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Re: Project Terra
« Reply #11 on: May 05, 2014, 10:47:25 AM »
This looks really cool. Interesting mechanics.

Xriqxa

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Re: Project Terra
« Reply #12 on: May 05, 2014, 11:16:32 AM »
Nice. Why are you using Yen?

Bla

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Re: Project Terra
« Reply #13 on: May 05, 2014, 11:36:27 AM »
I picked it rather randomly. I'm not a big fan of any particular currency. :b

FiahOwl

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Re: Project Terra
« Reply #14 on: May 05, 2014, 11:46:27 AM »

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« Last Edit: March 22, 2021, 12:51:21 AM by FiahOwl »

Bla

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Re: Project Terra
« Reply #15 on: May 05, 2014, 12:02:23 PM »
Hmm - I've done an experiment: Create 100 state owned apartment block companies. The effects on the budget were disappointing. I wonder if there are any long term effects in the game.

But of course, the results depend on the tax rate. Hmmm.

It seems like most companies make an expected profit of 1600 currency for each worker per day, according to the company page.

But on the budget, the apartment block companies I just made only gave a profit of 4.38 currency per worker, while each worker earns around 239 currency in wages. With a 25% tax rate, that's a net loss of 175 currency per worker for the state, or a loss of 350,000 currency in the budget.
The observed change in the budget is 351,000 currency.

While setting the tax rate up balances it a bit, it's clear that making these companies can't help the budget unless they make a significantly higher profit.
« Last Edit: May 05, 2014, 12:20:26 PM by Bla »

Bla

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Re: Project Terra
« Reply #16 on: May 05, 2014, 12:57:11 PM »
Ok I had a hypothesis: The low profits were because I created many more apartment block companies than the country needed. I tried instead to create one window cleaners company, the first service company I made, with 30 employees. On the companies list, the annual profit is listed as 48,000 currency, or 1,600 per worker. I see, dividing this by 365 actually gives 4.38, which is exactly the profit that it gives per day. I thought the years in game were just a day irl, but apparently they're an irl year.

Conclusion: The low profits have the exact values that were listed as expected on the company creation page. These are a tiny fraction of the wages and cannot be made up for without much lower wages or an extremely high tax rate. Creating public companies, it appears, in the current situation, cannot be beneficial to the budget within the game mechanics, without income tax rates well above 90%, whose implementation would probably result other extremely negative consequences in the game.

Edit: Apparently the lemonade stand sector just doubled in size and unemployment dropped from 33% to 10.5%, so the budget surplus doubled. I suspect the public investments boost that, while tax rates have a negative effect. In any case, I suspect I should've focused more on resource extraction, especially energy resources, in the start. Ran out of energy and the second power plant is very expensive.
« Last Edit: May 05, 2014, 01:28:38 PM by Bla »

FiahOwl

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Re: Project Terra
« Reply #17 on: May 05, 2014, 01:08:11 PM »

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« Last Edit: March 22, 2021, 12:51:17 AM by FiahOwl »

atomic7732

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Re: Project Terra
« Reply #18 on: May 05, 2014, 01:14:10 PM »
i made a thing but i guess i didnt go far into it all the numbers overwhelmed me

FiahOwl

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Re: Project Terra
« Reply #19 on: May 05, 2014, 01:18:51 PM »

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« Last Edit: March 22, 2021, 12:51:14 AM by FiahOwl »

Bla

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Re: Project Terra
« Reply #20 on: May 05, 2014, 01:46:13 PM »
Experiment: How does increasing your land size affect your nation's stats?

I increase land size from 200 sq. km to 300 sq. km, going from pop dens of about 2,500 people pr. sq. km to 1,667 people per sq. m.

Observed effects: Birth rate increases and immigration rate decreases, boosting the pop growth rate by 22.6% overall.

FiahOwl

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Re: Project Terra
« Reply #21 on: May 05, 2014, 01:54:19 PM »

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« Last Edit: March 22, 2021, 12:51:12 AM by FiahOwl »

matty406

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Re: Project Terra
« Reply #22 on: May 05, 2014, 01:55:21 PM »
This game also needs some real UI improvements, I have to switch pages to check on the amounts of resources that I need, to build something on another page page. There should be something at to top that shows you your available money, and available resources next to the needed resources.

FiahOwl

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Re: Project Terra
« Reply #23 on: May 05, 2014, 01:56:28 PM »

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« Last Edit: March 22, 2021, 12:51:10 AM by FiahOwl »

FiahOwl

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Re: Project Terra
« Reply #24 on: May 05, 2014, 01:57:19 PM »

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« Last Edit: March 22, 2021, 12:51:08 AM by FiahOwl »

Bla

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Re: Project Terra
« Reply #25 on: May 05, 2014, 02:03:04 PM »
Read some economic advice so I have increased tax rates significantly and will see what happens. The extra income is strongly needed. More data here on growth rate increase after land purchase. It appears that purchasing land to increase growth is indeed a very good long term investment, so the Party is having fierce debates on whether the focus on power plant should be abandoned in favor of land expansion.

FiahOwl

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Re: Project Terra
« Reply #26 on: May 05, 2014, 02:11:15 PM »

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« Last Edit: March 22, 2021, 12:51:06 AM by FiahOwl »

Bla

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Re: Project Terra
« Reply #27 on: May 05, 2014, 02:13:18 PM »
Your links don't work

matty406

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Re: Project Terra
« Reply #28 on: May 05, 2014, 02:16:41 PM »
kol fiah i just noticed that dropdown thing. I also found out you can change your nation's language and flag to something custom, but not the currency.
I assume this will be for player driven economy, less currencies in the world would be easier for exchange rates.

FiahOwl

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Re: Project Terra
« Reply #29 on: May 05, 2014, 02:29:55 PM »

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« Last Edit: March 22, 2021, 12:51:04 AM by FiahOwl »