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Economies of Scale VoteVisit Site

Economies of Scale

Economies of Scale

Economies of Scale is different from your usual hack n grind games. In this game you are a businessman, and your ultimate goal is to get rich by producing top quality goods and (hopefully) becoming a monopoly of a certain industry. You can work alone and be self-sufficient, but more likely the following will happen: You specialize in producing steel, and with little more research you are able to produce car bodies and engines. You buy the car tires from Player A, who in turn buys the rubber used in tire production from Player B. With all raw materials available, you produce the cars, and sell it to Player C (who owns a large auto dealership) at a profit. Player C jacks up the prices even higher at retail, and makes a handsome profit himself. Then there is Player D who smiles happily, as she owns quite a bit of stocks from Player D's company. As for the graphics, they are quite out-dated, but what is present do improve user experience with hints and tips here and there. Essentially, what this game lacks in graphics is made up for in its depth. If you are looking for an in-depth business sim that does not insult your intelligence, then this game is for you. But if you only have the patience of a 5-year-old, you should avoid this game at all costs.

Member Since: 2012-01-06 22:50:42

Game Universe

In Economies of Scale, players are given a considerable amount of freedom. It's like a real world economy, but players are given enough starting capital, and the in-game economy is simplified to almost guarantee a profit.

Game Goals

Have enough users to force me to change the database structure.

Development

The game was inspired by the following text-based games: Kapilands, Legends of Elveron, Mafia Wars. Kapilands reminded me that players can "compete cooperatively" in a game. Elveron for its player-friendliness with tool tips and nicely written guides. Mafia Wars... well, I hated that game, but it was so successful in taking advantage of social networking. Now I'm attempting to combine the success of the aforementioned games, but targeting a niche market of players like myself who wanted a deep, challenging, and yet cooperative game.

Developer's story

Building a game has always been my dream. Well, that's actually a lie. What really happened is I've been playing games all my life, and was eventually disillusioned enough that I wanted to write something with a purpose, not just level up to kill harder mob to level up to kill harder mob ... Another thing is I didn't like PK (though I figured keeping things on the touchy side probably helps to make money), so I've created this game with a user friendly atmosphere so players can cooperate with each other instead.

Multiplayer:
Client:
Browser
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Economies of Scale Stats

Daily Unique PVs Total PVs Unique In Total In Unique Out Total Out
Average 0.0 0.0 1.7 1.7 0.6 0.6
Today 0 0 2 2 1 1
Yesterday 0 0 2 2 0 0
April 28 0 0 2 2 1 1
April 27 0 0 1 1 0 0
April 26 0 0 1 1 0 0
April 25 0 0 2 2 0 0
April 24 0 0 1 1 1 1
April 23 0 0 2 2 2 2
April 22 0 0 2 2 1 1
April 21 0 0 2 2 0 0
Highest 0 0 4 4 11 15
Weekly Unique PVs Total PVs Unique In Total In Unique Out Total Out
Average 0.0 0.0 11.2 11.9 7.5 7.8
This Week 0 0 11 11 3 3
Last Week 0 0 13 13 9 10
Week 15 0 0 15 17 6 6
Week 14 0 0 15 18 13 13
Week 13 0 0 15 17 8 8
Week 12 0 0 13 13 11 12
Week 11 0 0 8 8 8 8
Week 10 0 0 7 7 5 6
Week 09 0 0 7 7 4 4
Week 08 0 0 8 8 8 8
Highest 0 0 15 18 30 42
Monthly Unique PVs Total PVs Unique In Total In Unique Out Total Out
Average 0.0 0.0 34.9 35.8 44.1 45.4
This Month 0 0 58 64 31 32
Last Month 0 0 44 45 34 36
February 17 0 0 29 29 30 30
January 17 0 0 34 34 50 51
December 16 0 0 33 33 56 57
November 16 0 0 34 35 39 40
October 16 0 0 23 23 39 41
September 16 0 0 36 36 62 63
August 16 0 0 24 25 45 47
July 16 0 0 34 34 55 57
Highest 0 0 44 45 72 102
Unique PVs Total PVs Unique In Total In Unique Out Total Out
Overall 0 0 2525 2557 3477 3611