Upgrade modules caveats and community upgraders
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What are upgrade modules ?
Upgrade modules are special items you plug into crafting tables, allowing significant rebates on resource usage. Upgrade modules are tied to technological eras (basic modules, advanced modules modern modules). The bonus brought by upgrade modules applies as a reduction on the resource needed to craft an item, unless the recipe has static values (ex.: a cart still needs 2 wheels). Tailing production is also reduced on mining equipment.
Also, modules have numbers that range from 1 to 4. The first module gives a 10% bonus, the second 25%, the third, 40%, etc. The crafting recipes for the modules also work with these numbers so making a basic upgrade module 2 will require a basic upgrade module 1 as ingredient, plus other resources. Players who reach level 7 in one skill can upgrade a lvl 4 module into a fifth version that yield 50% bonus.
Early crafting stations require basic modules, but later, you will see other production facilities that require advanced and modern modules. So the advanced or modern tag doesn't mean the modules are "better", they simply are required by different crafting tables belonging to different eras.
It is worth mentioning that many recipes on crafting tables include resources that have been transformed more than once, so you end up with a compound bonus. Take for example a logging/carpentry player who makes a hewn bench. Benches are made from hewn logs and boards, but boards are also made of hewn and hewn logs are made of wood logs. So each module's rebate applies to the individual production of hewn, then boards, and finally the bench recipe. Without modules, each bench would require about 48 wood logs to make. When you plug a basic upgrade 1 (BU1), this drops to 37 wood. So the 10% rebate from the BU1 leads to a 23 % drop in raw material for the bench. Now imagine with a BU3, which has an initial 40% bonus...
The compound bonus are quite powerful to save time. This is why experienced players will delay the production of some items until they have better modules and why beginners who craft items too soon (ex.: lumber, iron bars) often complain about the long hours required to make projects. As a rule of thumb, try not to invest too much in a project unless you have a module 2 in your crafting tables.
Another benefit of upgrade modules is they are tied to crafting tables. This is particularly interesting for public workshop since many players can pool resources to get modules and then share the benefits. If fact, upgrade modules are now a key element of fab labs and similar community workshops.
Problems with modules
The main challenge with modules is their availability. On a typical public server, module makers will sell the ones they can produce (ex.: module 3) and buy the inferior module needed for the recipe (ex.: module 2). This is similar to any item in the game.
However, modules are the most expensive items of their era. For instance, making the first basic upgrade 1 (BU1) on the server costs 80 wood log. By comparison, researching carpentry costs 60 wood logs and most furniture items have a lower cost than this as well.
The cost is not a problem, but it quickly becomes one when competitive/individualist behaviors come into play. For instance, someone with the logging skill and a BU1 on his carpentry table only requires 65 wood logs to make a BU1 module instead of the original 80 wood logs. However, it is common to see them at the price of 80 wood logs, which is a 18% profit margin. Now if the mason does the same, the final price of the basic upgrade 2 will have a 30% profit margin over it's real cost. This goes on until lvl 4 and is worse with advanced and modern modules. In fact, this problem is commonly related to exploitation of new players and server failure by those who take a competitive approach of the game.
Another common problem is the step-wise struggle to upgrade modules from 1 to 4. You have to visit a store, find the right resource to barter and repeat each time you want better modules. Store management is harder with modules at your main store because there is no guarantee your customers will buy the upgraded modules when they sell a lower version. Remember the modules have a high value and you don't want to be stuck with many inferior modules? Common currency tend to make things worse because other players can now dump inferior modules just to get money. But if you stop buying inferior modules, people wont't be able to upgrade them. This brings us to common situations that block upgrading, for example, when a player can make level 3 and 4 modules. It this case, it is likely he only accepts lvl 2 modules in his store (unless he is an expert collaborator). What do you do if you already have lvl 3 modules and you want to upgrade them? These situations makes the quest for better module a lengthy and frustrating experience.
- Hey, I need five BU4, can you help me please ?
- Just buy them in my store
- Yes, but I already have BU3 and I want to upgrade them.
- Sorry, I don't need BU3. You can sell me wood instead.
Overall, the availability of upgrade modules quickly create a citizen category with access to them and the rest. As we saw earlier, citizens who owns modules can produce items with less resources and advance quicker than others. This is why upgrade modules are an important source of economic inequity right from the start, especially on "economic focused" and competitive worlds where small teams of players are likely to get them first. Also, players who are not carpenters or mason start with a clear disadvantage when it comes to upgrade modules and are easy prey for competitive players.
A simple individual solution : barter store
A community approach : the module upgrader
A community approach: the central store
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