by Danternoust » Sun Jan 20, 2019 10:26 am
Bombadil wrote:He has no basis in fact. He will not succeed. He has no chance. He is deluded in thinking he has a chance.
He may take unprecedented action, that's true.
by The Margaritas » Sun Jan 20, 2019 10:30 am
Danternoust wrote:Right now my newspapers cost 1 kilojoule. It would be nice to specify exchange ratios in comparison with the Euro, maybe by order of magnitude.
by The Sherpa Empire » Sun Jan 20, 2019 12:24 pm
by Trotterdam » Sun Jan 20, 2019 12:58 pm
...You're seriously using the kilojoule as a currency? A megajoule would be worth a few cents at current electricity prices, depending on where you are. Either use a currency that describes a useful quantity (megajoule or gigajoule), or stick with the SI base unit (joule) so people can apply whatever prefix they need for the amount they're handling right now.Danternoust wrote:Right now my newspapers cost 1 kilojoule. It would be nice to specify exchange ratios in comparison with the Euro, maybe by order of magnitude.
The "NSD" does not canonically exist. It was made up by roleplayers and is never used by the game itself. Therefore, the game cannot tell you how much anything is worth relative to it.The Sherpa Empire wrote:My exchange rate is ₹114=$1NSD, so issues that mention quantities of money tend to be unrealistic, since they assume a value close to $1. It's kind of low-key annoying, but the amount of work it would take to resolve is not worth it when only a handful of players actually use currencies far enough from $1 for it to be a problem.
by USS Monitor » Sun Jan 20, 2019 2:21 pm
Trotterdam wrote:...You're seriously using the kilojoule as a currency? A megajoule would be worth a few cents at current electricity prices, depending on where you are. Either use a currency that describes a useful quantity (megajoule or gigajoule), or stick with the SI base unit (joule) so people can apply whatever prefix they need for the amount they're handling right now.Danternoust wrote:Right now my newspapers cost 1 kilojoule. It would be nice to specify exchange ratios in comparison with the Euro, maybe by order of magnitude.
Anyway, the problem with an exchange rate is that every nation in NationStates exists in a vacuum, defined only by its own actions without the ability to interact with other nations in gameplay (except through the WA). There's nothing to exchange with.
Also, if you actually coded issues to multiply their described costs by a user-entered exchange rate, this would lead to a lot of things having improbable costs like 13.274 instead of being rounded to nice numbers like real shops would usually do. Practically, issues rarely mention any explicit currency values, and shouldn't be taken too seriously when they do.The "NSD" does not canonically exist. It was made up by roleplayers and is never used by the game itself. Therefore, the game cannot tell you how much anything is worth relative to it.The Sherpa Empire wrote:My exchange rate is ₹114=$1NSD, so issues that mention quantities of money tend to be unrealistic, since they assume a value close to $1. It's kind of low-key annoying, but the amount of work it would take to resolve is not worth it when only a handful of players actually use currencies far enough from $1 for it to be a problem.
The actual currency used by the game itself is the Standard Monetary Unit. I have estimated a real-life comparison of 5 SMU = 1 USD, based on this putting the richest NationStates nations as slightly better than the richest real-life nations, but not to an absurd degree (this does lead to the poorest NationStates nations being truly pathetic, as in average income of one cent per year - don't ask me what they eat).
Users browsing this forum: Ex-Machina 374, Happiest Place In The Galaxy, Improper Classifications, Liravia, Mavenu, North American Imperial State, Nu Elysium, The Community of Cascadia, The Endless Eventide, The Terren Dominion
Advertisement