Warera Intel is now 0.27.1 ready. The employees update pulled the floor out from under a good chunk of it, so most of this update went into rebuilding the site. But I still had enough time to get the first version of an exciting new feature ready.
The old economy page was built on the job market, wage stats and country specializations, all of which no longer exist. In its place is the Economy Planner. Import any player, yourself included, with your API token (it stays in your browser) and it reads their companies and employees. From there it does three things:
Training. A tier list for the daily hand of training cards, with each card’s worth in dollars. Pick an employee and it re-ranks for them. It also tells you who to train first, and hovering a card explains exactly what it does to that employee.
Upgrade Path. Goods, engine upgrades, Break Rooms, Management and new companies, ranked by how fast they pay back. Every step shows what it rests on: prices against their 7 and 30 day averages, volume, and what selling into the buy orders would do to the price. The goods suggestion looks at your whole fleet at once, since a crafted good needs a raw company of the same size beside it.
Eco Build Optimization. All your skill points on the five economy skills, compared four ways: self-work, manager, training, and a free best mix.
Markets are still settling after the update, so be cautious when a suggestion leans on a recent price trend.
Tycoon mode is gone. It optimized self-work and wages, which no longer exist. Old Tycoon share links open as Soldier.
Engine income is fixed. It was still pricing a production bonus engines no longer get, and profiles imported before the update kept inflating the numbers. If your builds looked too good for a few days, that was why.
Country pages now show daily income (development, strategic resources, employee and manager taxes) and what each strategic resource pays.
Country pages also show the government type with a one-line summary, and battle bonuses now use it.
And now, for everyone’s favorite ✨ DRAMA ✨
The employees update has the community loud, and two changes drew most of the heat. Player workers and the job market are gone, replaced by NPC employees. And strategic resources no longer boost production: they now pay their holder income, based on the development of the country they originally belonged to.
Employees first. vatou floated the idea more than six months ago and almost nobody bought it, me included. Between that first pitch and what shipped, the council and the dev testers reworked it heavily, and the result is almost unrecognizable from the first draft.
The early numbers are kinder than the mood:
The plain eco build (energy + production) is still more than viable. The planner rates it close to optimal, since both skills got big starting stat buffs.
Employees are optional upside. A well-rolled, fully trained one nets around $7 a day, so an engine plus three of them earns more than double what the engine alone does. That’s a real step up from the old engine-plus-bonus income, if not a doubling.
Whether full manager builds beat self-worker (plain eco) builds is a question for a few weeks from now. My bet is they end up close.
Strategic resources are the real worry. They were one of the biggest incentives to go to war, and that incentive is weaker now. Most employees won’t be fully trained for their first week or two, so production will dip for a while, and that likely pushes more profit-driven wars than we’ve seen in recent months. Time will tell.
This is the first version of the Economy Planner, so feedback is very much appreciated. If a number looks wrong, something is broken, or there’s a feature you’re missing, drop a comment, DM me in-game, find me on Discord, or use the “Tell us what to add” box at the bottom of the Economy Page.
Sub if you want to hear more about Warera Intel. And if the planner saves you a few hundred coins or a few gray hairs, the servers and my sleep schedule would appreciate a coffee. Never required, always appreciated.