Tag Archives: Online Financial Game

Market-Manipulation-header01
May. 25.

Economic Growth and Market Manipulation

This is an area where lots of players find their interests lie.

Market Manipulation header01 Economic Growth and Market ManipulationPlayers can strategically buy and sell stock, hoping to predict the market and gain money once the selected product is in shortage. They can use many different Economic Strategies, including Ceo corporation based, State/Public corporation based, or a mixture of the two. There is a fully active share market in each world, in which shares can be bought and sold in order to achieve profit with market fluctuations or to receive a steady income from the corporation dividend each month.

Growth can be achieved through changes in the education system, with a higher ‘Teacher’ Education Priority, more teachers will be trained, and thus more schools can be built, leading to a higher trained workforce, and leaning towards a high-tech corporation economy. The Salaries of each worker type can be changed at will, higher wages stimulate higher tax revenue and higher commercial activity, whereas a lower salary base can encourage CEO’s to move in, or enable the maintenance of a large army.

An increasing number of countries in all worlds are now profitable and their economies are doing good. This is an improvement on the previous situation when many new players have not succeeded in reaching a profitable situation.

We have added features that help new players by setting some essential parameters to support the economy. More will be done in the near future to help new players. Direct financial support to such players becomes less essential. It will remain but at lower levels.

At the same time, numbers in Simcountry continue to decline. The exchange rate is now around 90B per gold coin and many other base values have changed along with the declining exchange rate.

Corporations that used to make profits at the level of 2B per game month while the exchange rate was 300B per gold coin may now see their profits becoming lower but in terms of gold coins, the profits are now much higher.

Corporation values are lower. A corporation that had a market value of 3T while the exchange rate was 300B per gold coin had a value of 10 gold coins.
Now or in the future, it may have a market value of 1T with an exchange rate of 90B per gold coins or 11 Gold coins.

The process is slow with wide fluctuations that depend on the markets but the trend is was toward lower values in game money but higher values in gold coins.

Watching the account status pages, you can see a continuous increase of assets values across all the worlds.

register now 150x150 Economic Growth and Market Manipulation

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Communications-header01
May. 25.

Communications

You can easily communicate with other presidents, you can join the Bulletin Board and discuss any issues and you can vote and put your own suggestions to vote by the member community.

Communications header01 CommunicationsAlliances between players can be formed, if they create and join a Federation which represents their own ideas and values.

Players can post messages on various Forum Topics. Every player can read and respond to the messages posted. You can also start your own conversations and others may participate.

The forum is open for members who are running at least one country or an enterprise.

The SimCountry Communication Menu consist of:

  • Forum
  • Chat
  •  Public Voting
  •  Publish your own Homepage
  •  Preferences
  •  Inbox
  •  My Address Book
  •  Search New Contacts
  •  My Public Profile
  •  Your Blog

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Federation-header01
May. 24.

Federation

A federation is a group of countries which share air defense (Interceptors and Helicopters ) to defend themselves from enemy attacks.

Federation header01 FederationDefensive resources that are shared during war are air defenses only, so if you or one of your fed members has air defense wings (don’t use these), interceptor wings or helicopter wings (use those two instead) they will act in defense of your country or your fedmate’s country when attacked, assuming they are within range.

The only automatic consequence of joining a fed is the air defense described above. If you don’t put up any interceptor or helicopter wings then none of your forces will do anything at all. The point of shared fed air defense is that it makes it much more costly for an attacker to make headway in attacking a country if he is confronted with air defense wings both from the country he is attacking and from that country’s ally both in the same attack.

A healthy fed will also share information about how to succeed in the game, economic as well as war, through in-game messaging. If they’re really serious they’ll also communicate through an SC chatroom or maybe they’re set up with MSN chat. A really committed fed may have a webpage someplace, and perhaps even a constitution and officers.

Besides sharing air defense a good fed’s members will also declare on enemies who declare war on or possibly even threaten its members. Signing the war treaty is a crude way of doing this, but it may embroil you in wars you don’t really want or need to be part of, at times of day which may be inconvenient. A good fed will also conduct diplomacy to avoid wars or end them before they get out of hand.

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Worlds-header01
May. 24.

Worlds

At the present time, Simcountry runs five worlds: Kebir Blue, Fearless Blue, White Giant, Golden Rainbow and, the newest one, Little Upsilon.

Worlds header01 WorldsYou are free to register on any of these five worlds, as a President or (twice as) a CEO.

If you are thinking of playing Simcountry again or expanding into other worlds, you should read this page, given it will give you some information on every world’s profile.

Each world runs separately from the others on its own server. Most game functions are limited to a single world. On the cash market, many transactions are possible between countries in different worlds. Each world has 10 continents with 3100 to 6400 countries per world.

The worlds look differently and do not resemble any areas in the real world.

Three of the five worlds run one game month in 8 hours. Kebir Blue runs four game months per 24 hours while Little Upsilon, the youngest world, runs six game months each day. The processing of the countries and their corporations with trading running at the same time, starts generally at about 5.20AM, 12.20PM and 7.20PM EST. Countries are processed one by one and all their corporations are evaluated and processed at the same time. The processing schedule may however differ depending on system load and maintenance activities.

Not all the countries can be process at the same time and depending on their location in the database they might run early in the process or much later. There are no advantages or disadvantages linked to the position in the database.

Trading runs alternately with the processing of the country data. The trading process handles one product at a time. It reads all the requests and offers for one product, matches them depending on the way they have been offered (Market price fixed price etc) and executes the matched trades immediately. During this month process, each product is traded 6 to 8 times. Each trade session processes the products that are available on the market at that point in time.

A trading session for a single product runs for 1 to 100 seconds depending on the number of product offers and product requests waiting for that specific product. Contracts are processed once per game month, this happens at the first trading session for the product.

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GOTW-header01
May. 24.

The ‘Game of the Worlds’

An economic-strategic game that can be played by anyone who is interested in running a country or a group of large corporations.

GOTW header01 The Game of the WorldsYou do not need any prior knowledge as we help you as you go. Everyone of 15 years and older can play:

  • You can play it easy, letting the system assist you or you can do everything yourself.
  • You can buy and sell products, build schools or wage war.
  • Trade with your neighbors or put products on the market.
  • You compete against thousands of other players around the world who are your neighbors in the world or are running their corporations in that world.

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Presidents-header01
May. 23.

Could You Be President?

Simcountry is a multiplayer Internet game in which you are the president, commander in chief, and industrial leader.

Presidents header01 Could You Be President?You have to make the tough decisions about cutting or raising taxes, how to allocate the federal budget, what kind of infrastructure you want, etc.. You also have to decide when to go to war and how to defend your country against attacks. It is very detailed and realistic. If you can beat the other presidents, you can win cash awards.

The role of a president of a country in Simcountry is quite simple, survive and prosper. A president must be able to protect his country from invasion, unless the president has Secured Mode on their country. The most important job of a president is to build up the economy of his country, which will give the capital to finance military ventures, social programs, and financial growth in their country.

  • The Role of a president can be divided into two areas, and three further subcategories.
  • Defending your country and waging war
    Like it or not, war may be declared on your country and you will have to defend yourself. In some cases, there might be reasons for you to start a war, preventive in some cases, on one of your neighbors.
  • It is important to have a strong army when war starts but it is equally important to know how to wage war and win. The strategy used can have far reaching consequences. The more attacks inflicted on your country, the more damage your will suffer and your capability to fight back may diminish.

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GOTW-header03
May. 23.

The Economy

A strong economy will create high revenues and profit that you can use in many ways.

GOTW header03 The EconomyYou can choose for high income, good welfare, health, education and social security but you can also choose for putting resources into your army. You can build a financial reserve or you can purchase many privileges in the game or provide loans to others for profit.

Your country can create assets, including share portfolios and become a controlling share holder of many corporations.

If you have a very large reserve of game money, you can exchange it into gold coins and under some conditions, into real cash that is paid out using PayPal.

The welfare index is one of the most influential indexes in Simcountry. The welfare index in each country is composed of several other indexes and is used in many game functions as an indicator of the general situation in the country.

The higher the index, the happier the people in the country and the better they function in corporations and in any other jobs in the country.

The index can fluctuate between 50 (and is some cases even lower), and 130.

The welfare index is taking the lowest value of several other indexes:
The health index
The Education Index
The Transportation index
The Supply index + 30
The Employment index + 40
The Social Security Index + 10
The Government Salary Index

The new value of the welfare index depends on the previous value of the index, combined with the new value as computed several times each day.

The welfare index is used in the computation of the corporate welfare index in each corporation, which is essential in the productivity of the corporation.

In addition, the welfare index also depends on population transfers out of the country. When population is sold off for gold coins, the welfare index will start to decline and will take a while to recover. If several such transfers have taken place, the welfare index may decline much further and even end up at lower than 50 which is intended as a minimal value.

A last factor in the welfare index is the game level of the player. The higher the game level, the higher the index will be.

To achieve very high levels of productivity in corporations, we advise you to increase your game level as high as possible (You will also receive level awards in hundreds of gold coins), and to raise the education, health, transportation and employment indexes to levels above 100. A higher welfare index will result in even higher production levels that are possible today.

register now 150x150 The Economy

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War-Protection-header01
May. 21.

Secured Mode

Secured Mode is a form of War Protection made available to leader countries.

War Protection header01 Secured ModeWhen activated, the country cannot be attacked, is immune to fallout, and cannot attack other players. Countries in Secured Mode may, however, attack computer controlled countries. It does not exist on Fearless Blue.

Secured mode can be turned off if the country has its entire military activated and if its combined offensive and strategic indexes are below 300. Nations in secured mode can still participate in federations, but they will not be dragged into any wars made by or on the federation. Leader countries should never be taken out of secured mode, and as a result should have as small an army as possible. Instead, countries in secured mode are often turned into an economical powerhouse that can fund their slave countries in whatever they do, whether it be war or further economical development.

Simcountry ensures the security of assets for all players and offer war protection features to any players who are not interested in the war game. War is an important feature in the game and any of the war protection features can be turned off by anyone who does not want to use them.

The Fearless Blue world does not have the Secured Mode features and the risk of a disastrous war remains high. Players on all worlds can always turn temporary war protection on and prevent war even if the secured mode option is turn off. The Secured Mode feature protects the leader country in each empire. Single countries are considered to be leader countries and are also protected.

The temporary war protection features already offer the same functionality. The secured mode feature removes the need for gold coins for the protection of the leading country in each empire and of all single countries.

Secured mode is important in the reduction of the high risk to many players, both new and experienced, from oversized and far too strong empires that are praying on them.

Hard playing is possible on all worlds as an option, not the default. Empire leaders will be in secured mode unless they choose to remove their own protection.

More players in Simcountry are interested in building successful countries and enterprises and are ready to invest time and money to grow their holdings and create valuable assets.

Asset creation is futile if it is possible for anyone with unlimited military power, to destroy any country in an hour or two. A lot of effort and investments can go down the drain while the player is hardly interested in war.

Simcountry introduced many new features that are aimed at the creation of more valuable assets that can be traded on the free market. New features will include the design and production of customized products, concessions for the mining of raw materials and the creation and trading on the free market of super corporations that can provide long-term profitability.

All this requires security for the players and a guarantee that their assets only depend on their own doing and not on an arbitrary decision of a warlord.

Warlords do have a place in the game. The war game remains part of all worlds. It is played by everyone on Fearless blue and by every player who wants it, on all other worlds.

All leader countries in Kebir Blue, White Giant, Golden Rainbow and Little Upsilon are automatically placed in secured mode. Leader countries are leaders of all empires and presidents of all “single” countries that do not have an empire. A country in secured mode cannot be attacked by anyone. There is no war and no sneak attacks.

A country in secured mode can wage war against a country that does not have a president (Computer Controlled Country or as frequently referred to as C3). A country in secured mode cannot attack any country with a president.

Secured countries can be members of federations and participate in the defense but they do not go to war as a result of any decision by the empire and they do not engage in war as a result of a war treaty. Only the leader country can be in secured mode. Other countries in empires are never in secured mode.

Players can turn temporary war protection on for some of their other countries or for their entire empire and can choose to leave some or all of their “slave” countries without war protection.

One month worth of temporary war protection is given to all unprotected countries in the game for every 10 game months played. It is sufficient for periods when the player is on vacation or not available. Additional war protection can be purchased with boosters.

Turning secured mode on and off
Turning the secure mode on or off is limited and only possible under strict conditions.

The reason is that countries in secured more are able to build an army. The can purchase many weapons and prepare for war. Most of them will use these weapons to supply their slave countries but some can decide to arm and then drop the secured mode and attack others who are not prepared and are in fact ambushed by the change of mode.

This is why a change from secured mode is only possible if all weapons the country has are activated (no reserves) and the combined offensive and strategic indexes of the country are at a level of less than 300.

The change from secured mode does not enable the leading country to start a large war and it does not pose an immediate danger to any other country.

Under such conditions, a leader can decide to turn off the secured mode. Such a decision can have severe consequences because the country becomes vulnerable. Temporary war protection can be used but the decision to turn the secured mode off will probably be taken if the leader country wants to go to war.

Secured mode can be turned on again. A country can turn on its secured mode if it is not engaged in war (Except for a war with a C3 country), and only if it has not been in secured mode for at least two game months.

Changing the empire leader
When an empire wants to change the leader country, the change will involve a change in the country that is in secured mode. The new leader country must not be engaged in war when the change occurs (except for a war against a C3 country). When the leader country is changed, the new leader automatically moves into secured mode. The old leader will loose its secured status simultaneously.

If the departing leader country was in secured mode, the change is only possible if the conditions for mode change are met. If the departing leader is not in secured mode, the incoming leader will also have no secured mode and the change is only subject to the minimum waiting period between such changes.

Switching leadership is only possible once in two weeks.

New players in secured mode

The Role of Leader Countries
Leader countries, both empire leaders and single countries are the main locations for growth and creation of valuable assets. These countries are also able to build strategic reserves, both in materials that are used in the empire, raw materials that are used in corporations in the empire and also weapons and ammunition that can be delivered to other countries in the empire that are preparing for war.

Storing materials and assets in the leader country eliminates the risk for these assets and makes long-term investments and planning much more reliable.

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respect-header01
May. 18.

Respect of Others

This is the second, yet equally important, role in being a president.

respect header01 Respect of OthersThousands of people play the game, all wanting to enjoy it in their own way.

Each has their right to enjoy the game, however, once you violate another players ability to do so without valid reason, you also forego your right to be respected by the international community.

Any player violating the rights of another without just reason, will often have the same done to them in short order.

  • Respect: Every player has the right to enjoy the game, without hindrance or constraint. In violating this, an aggressor also voids their own right, and the federation should do everything in their power to encourage justice.
  • Justice: No player should be harassed, bullied or attacked without due cause, the federation should intervene to mediate if asked, and help in whatever way suits the greatest good.
  • Objectivity: The federation must remain neutral to all disputes, and act in a way which most benefits LU; upholding the ideals of Respect and Justice.

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