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  • Coming back to the topic (i really take interest in it): I do not interprete the banks in civ as literal one bank. But it is a very (too) descrete step for my taste: Either a city has it (and thus +50% coins) or it doesnt (and thus +0% coins). I dont see a point in that simplification, really. You could as well just assign the production to commerce (based on the food/hammer/commerce system which, i too, contest to be real) and that would gradually improve the multiplier for coins, along with its normal cash revenue. The limit of the multiplier would then be tied to social (and/or technical) advancements - which then in turn would improve by this very practice. In other words: If you had 3 cities, and one is constantly "producing" (with hammers) commerce and the other two never do, then the maximum multiplier attainable by producing commerce in the first city would be rather low, compared to the situation, where all three cities would produce commerce. Result would be a smoother transition with some sort of homogenity across your empire. You could still attach building to that, if you wanted to, by saying for example that each step of 1% multiplier above, say, 25% resembles one bank per 10.000 inhabitants or something. It wouldnt make much sense, and would rather be for people who need tangible literalities. So dont claim that this approach would be too literal - in fact it is more abstract than civ is, while at the same time closer to reality. I even think that this would be fun, for boosting the coin-multiplier in your commerce-capital beyond a certian number would require you to produce commerce occasionally were it would seemed unprofitable (for there would be better options for that particular city) locally. Unreal ? I dunno - i think there is some validity to state that one place bleeds dry to make another one rich.

    Kuci, i think you are right saying that the economic model of "sim-civ" oughta be labor-based. There should also be energy and material flows (for that both would need numbers - amounts - attached to them). I think you have the right ideas, on how reality works (IMHO) and i´d like to discuss a sim-civ with you. How would it look like ? Lets start with the beginning of a game. We still have a settler unit, right ? We still have the tiles - but something must change with the way we put them to use - let´s start here: How to model land usage and what would working land generate ? I start with a suggestion: The tile would have productivity indeci (spelling?) for each attainable good. So it would be goods (or ressources) that you would draw from the tiles. Food would be just one - hammers would not, but maybe ores would. Lets not discuss if there should be different kinds of food and ores for now. So you could draw anything from any tile, just with different producticvity. Lets have it, so that tiles might be used by multiple pops at once, with a penalty for productivity for each additional worker on the tile maybe. Each pop gives us "labor points" towards that tile, so we can distribute them among the tiles´ various ressources. The "labor points" per pop would grow with techs, but lets have it have 2 for the start (see why later). So we settle and look for the tile with the best food productivity ? Hold on ! No ! Why would we do that ? To grow the city ? Wrong ! Its growth would not depend on food (as its rate) - only if it becomes the limit (like the health cap now), or we can trade it profitably or ship it off to other cities (later on) we start to care about it. No - we just want enough food for the one pop we have. So we need to pick a tile to work on initially, that offers SOME food productivity. So its a secondary choice-element. We pick the tile with the best productivity for the most useful ressource at the time (would be wood, i´d see in the beginning) that also has at least some food prod. Of our two "labor points" (which have to be on one tile since we have just one pop) we assign one on getting us some wood and the other to getting us some food. The food will be consumed obviously - but what with the wood ? Well after having build houses for themselves for a while with it, people would cheifly use it as energy source. Anyways it is being used to raise the standard of living - which should become a number attached to each city. There would be some natural pop-growth (eg a number of turns after which a pop would become two pops - the number of turns depending on social and technical conditions) and there would be starvation in case we lack the food to feed all, but mainly the rates of growth and decline of the population of a city would depend on its comparative standard of living. As it keeps rising, more people will migrate into the city, from places were the standard of living is lower. In order to be able to do that, every tile, also those which are not "occupied" by a city, needs to hold population of barbarians which would flock to your city and get assimiliated. By that mechanic, i´d say, there goes the initial settler - you just start on a tile with its inherent population. I´d say you´d get to choose from a set of tiles within a vicinity at the start and you can only work that one tile you chose then. When you managed to depopulate its sourroundings (by force or migration) you get to work those tiles. You oughta be able to control migration to your city in a way that you can stop it when its not wanted, which then would cause hostilty among those barbs you refuse to join your civ. The distribution of pops on the tiles at the start might vary - maybe from 0-2 - so maybe you start with pop2 if you choose such a tile, and the barbs would not grow in population (or maybe just very slowly). Now to commerce: All your pops will crate a demand for goods - just have it as "trade goods" for now. With the rising standard of lving, also the demand for goods by any given pop would grow. To satisfy those demand then again has a positive impact on the standard of living (sol). If you can do that within your empire, that would result in internal trade yielding money. Just producing them (with a pop assigned to that very production and the required ressource, harvested from the tiles) would also yield profit, its amount depending on social parameters (civics basically). As for the ressources, or tile harvest in general: each tile holds a certain amount of any ressource (not just one normally) and a tile and ressource specific growth rate of which. pops assigned to farming for example do make the food of the tile avaiable for consumption, but also increases the food growth rate of the tile (or decrease it - depending on method and intensity (eg pops assigned to farming on the same tile) of the farming). Ressources in general, even those considered "non-renewable" (reason: technological advance makes more of them extractable), would have a dynamic growth rate that can vary from tile to tile. Over the times where a tile had "forest" or "no forest". A tile now may have the following properties - pre pop-assigning:
    food : 5.000 tons / + 0% p.a. (natural capacity reached)
    wood: 10.000 tons / +0% p.a. (-"-)
    iron ore: 2.000 tons / +0% p.a. (not used, thus not investigated into more deposits yet)

    Now we assign our pop to it. With its first labor point we want it to hunt/gather, and he does so with a productivity of 100t p.a.:
    food : 5.000 tons / - 100 t p.a. (human activity) / + 2% p.a. [=100 tons] (natural re-growth)

    The second labor point goes to wood-chopping - he does that with 100t p.a. as well (of course both harvest rates would be linked to the abundance of what to harvest on the tile - when there is not much left to gather, it is less productive):

    wood: 10.000 t / -100t / +0.5% [=50t] natural regrowth

    you can see that we would have a sustainable society in food, but not wood. We cannot go on like that indefineatly. There is reason to advance ! There is dynamics ! There is scarcity, there is an economic model with relation to the real world, there is realism....
    Last edited by Unimatrix11; November 13, 2007, 09:51.

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    • BTW - the standard of living would pretty much replace culture as it is now. With the rising SoL people would be assimiliated by your civ from further and further away. I hope it is obvious to everyone, how that is more realistic, than cultural buildings making barbs and other civs convert to your civ. Being german, having seen what the eaterners wanted first after the wall came down, i can tell you it was not theatres, libraries, universities or anything like that: They wanted cars and bananas (i kid you not). The higher standard of living (or the perception of which) was what made the USSR colapse and its satalites join "the west", not "the west" being culturally superior. I think it is save to assume, that the appeal of early civs to neighboring tribes had some resemblance to that process and was based on a higher SOL not on some buildings/infrastructure (or a leader trait - or "Volksgeist" ("wow - these people are cool - i wanna be one of them !" or how ?)). Hardly any barb "converted" to a civ, in order to use the public bath or the library. They did cause they were sick of having to hunt all day for tiny meals, when they saw that with communal production and specilisation of services twice as much could be gained in half the time.

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      • The farm and big cities is another abstraction driven from the basic premise that people live where there is food. Those places with a surplus would attract more people while population would be stable or declining where there is insufficient food to support any more people.

        The Civ model is perfectly adequate for a simulation only here, it is not the people who build farms but some supreme organiser/government. In that respect, you are able to adjust the size of the cities by building more farms. It’s all too easy to knock the model without coming up with a better one that still works as a game.

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        • I will just keep rambling as i have too much time today.
          So with the mechanic described above, you have a way of peaceful expansion: Assimilate the inhabitants of the tile, and you gain the tile as well. Beware tho: If you do that too much, you stability (or cultural cohesion - an empire wide number) will drop, which should have severe conseqeunces from productivity drop to complete disintegration of your civ. And that is the point when cultural buildings would come into play - they slow down cultural desintegration. So as with food for pop-growth, culture is not the rate, but rather the cap of peaceful expansion.

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          • If one interprets each Bank as a single building, then of course the model becomes absurd. Yet I believe that is an unfair interpretation. Some might opt for it simply to perpetuate a stance based on absurdity. Among other criticisms I offer this -- each structure with an impact on commerce or research has an effect on all the economic activity taking place in the region worked by population associated with that city.

            Is it at all reasonable to assume many of those individuals travel hundreds of kilometers every time they want to make a deposit or cash a check at a Bank? If the model is to be judged, I say judge it based on how the model actually works. The "a Bank is just a single building" hangup is precisely that -- resistance to evaluating the model at an operant level.

            Regards,
            Adam Weishaupt

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            • Like any building, the bank that is built is an abstraction of a lending institution and is really the fore-runner to the modern system of capital allocation. Of course, these changes happen over time, but that would make the game unwieldy so we get the straight hit of 50% on completion of the building.

              Where we might be getting confused also is in the mixing of the collective state and of the individual. Perhaps it might be easier to think of it as the population generally work to feed itself until it has enough food. Where there is surplus food, there is more likelihood for the population to expand. The government may choose to get them to work for the state (mining, commerce). Production may be turned into things that benefit the population (eg a granary) or the state (courthouse) or a mixture of both.

              On the commerce side, it is possible to view the beaker side of things as something that the state doesn’t use or you can consider it as state funding for technology. It probably doesn’t matter how you view it but perhaps the fact that you choose the technology suggests that it is specifically the state that is investing in the technology. The reality, however, is somewhere in between because people will use spare resources to improve themselves whether this be learning how to keep animals or figuring out how to split atoms.

              The gold side of things looks to be much more a matter of taxes. Armies need to be paid. New cities need to be supported (and ones that are further from the capital will cost more). This is one reason why the bank makes sense as a gold modifier since the early banks were invariably used by rulers to fund their wars with money that they did not have. The Civ model is simple but effective in this regard even if it does not really model this borrowing quite in the same way that EU does.

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              • Is any of you refering to what i wrote in any way ?

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                • Originally posted by Unimatrix11
                  Is any of you refering to what i wrote in any way ?
                  I believe that you had an issue with the discovery of banking and the +50% modifier after a bank was built. This is really an abstract effect of the bank which makes it easier for the state to get money for its expansion/support. How the state uses this extra wealth is then down to its own (mis)management.

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                  • Originally posted by Unimatrix11
                    Being german, having seen what the eaterners wanted first after the wall came down, i can tell you it was not theatres, libraries, universities or anything like that: They wanted cars and bananas (i kid you not). The higher standard of living (or the perception of which) was what made the USSR colapse and its satalites join "the west", not "the west" being culturally superior.
                    So I presume that you are not a fan of the cultural model. The bananas and cars thing is too modern for it to be that relevant to the Civ game. CIV is not a model of the modern economy anyway. Far an away the most important element of the game is the ancient era. For me the modern era is one that I only occasionally reach so I care little for the social factors that it does models badly at this stage in the game.

                    Cars, in any case, would not really be part of the model because they belong to individuals not the state. The CIV model does not show what the individual owns but only models the social impact of the state on the individual by showing what resources are available to the individual (some of which make them supposedly happy and others make them healthy). Crude it might be but the game still works for the period it is trying to represent

                    Throughout history I would imagine that the single most important factor in migration and growth would be food first. Relative comparisons of standards of living are probably a more recent phenomenon

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                    • Banks do not increase national income tho. They make more money avaiable to the state a couple of times (when it takes loans), but in the long run, it diminishes national income, for the interests have to be paid (which is often done with new loans, increasing the interests in turn and so on in a vicious cycle). What happened then in real life is that nations introduced the common tax (=lower science rate, right?) to compensate. This is an economic truth that was known to Marx already (page 698, of "Kritik der politischen Ökonomie" - my own translation):

                      "From their very birth, these great banks, hung with national company-logos, were nothing but corparations of private speculants, who put themselves to the side of their governments, and were, thanks to privledges granted to them by the governments, able to lend them money. Therefore the accumulation of national debt has no better indicator than the continous rise of the stock-value of those banks, whose full blossoming dated from the founding of the Bank of England (1694). The Bank of England started to lend money to the government with 8% interest rate; at the same time it was entitled to coin the same capital, by lending it again to the populace in the form of bank-notes. [...] Not enough that it gave with one hand, just to recieve more with the other in return; it also remained, during all that time it [still the bank of england] was taking [money], the perpatual creditor upto the last penny given. [...] During the same time, when witch-hunts were about to stop, they began to start to hunt for bank-note-fakers in England.[...]

                      National debt gave rise to the international credit system, which often only disguises the origin of the initial accumulation [of capital] in a particular country. [...] Likewise between Holland and England. At the beginning of the 18th century the manufactories of Holland had been overtaken and it ceased to be the ruling trade and manufactoring country. [how does civ reflect things like that ?] One of its main business between 1701 and 1776 was therefore the lending of huge capitalia, to its overwhelming compititor England in particular. Very alike today [1870´s] with england and the USA. Some of the capital, that emerges on the US-stage without birth-certificate today, is children´s blood that was transformed into capital in England yesterday.

                      Because national debts receives its support by the national income, which has to cover the yearly interest- and other payments, the modern tax system became a nesseccary adjunct to the system of national debts. The credits enabled governments to cover extraordinary expenses [=war (for individual profit mostly) - my conment] without immediate tax-raise - but yet in the long run they still needed to raise the taxes. The raised tax level then in turn forced the governments in case of more exceptional expenses to just take more loans each time. The modern financial system of states, whose axis is the tax on essential goods for living (thus making them more expensive), therefore carries the seed of automatic aggrivation in itself. Over-taxation is not a random occurance, but much rather a principle."...

                      (Its a fact also stated in the movie "zeitgeist")

                      So if banks raise the funds of whoever rules, then one must ask, who rules after their establishment...

                      But IF banks do increase the state-funds for game-purposes, then it doesnt have to be a one step thing of 50% - that was what i was objecting to on top of this page (9).

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                      • I think this little piece of Marx already shows us a whole handful of economic relevancies, which are not reflected in civ. Either it lacks the parameter altogether (national debt, interest rate etc.) or they are linked with others in a faulty way (like the banks effect on national income - in fact they ABSORB all national liquidity - almost every country on earth these days operates in the minus because of them). No civ is not a economic simulator at all. At least not one correlating with reality in cause-and-effect. As a game its fab, as a sim its crap...

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                        • Unimatrix,

                          re: your post at the top of page 9.

                          You're just brainstorming a system/sim/model/game/ect. that would be roughly based on Civ, but would be more closely related to reality (I hesitate to say 'would more closely simulate/model reality'). You don't really think that what you've proposing would be fun to play do you?
                          The undeserving maintain power by promoting hysteria.

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                          • It all gets topped off really with the event of the central bank (which is in effect what i am refering to when i talk about banks in civ-scale): it REDUCES inflation in the game... it should be a "game over" instead. Civ brings the quotes of people who realized that ("banking establishments are more dangerous than standing armies" / "People of the same trade [hardly ever] come together, even for [...] and diversion, but the conversation ends up in a consipiracy against the public"), but doesnt reflect it in its model at all - rather the contrary. If civ was like reality, Thomas Jefferson (i think it was) would have said something like : "Banking establishments are as beneficial as markets and grocers combined". Most amazing of all is that a person with a screenname like Adam´s does not seem to be aware of these things, cause it was the influence of the bank of england on the colonists that made them, in the end, desire independence...
                            Last edited by Unimatrix11; November 13, 2007, 13:43.

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                            • Originally posted by DirtyMartini
                              Unimatrix,

                              re: your post at the top of page 9.

                              You're just brainstorming a system/sim/model/game/ect. that would be roughly based on Civ, but would be more closely related to reality (I hesitate to say 'would more closely simulate/model reality'). You don't really think that what you've proposing would be fun to play do you?
                              I dunno if it would be fun (i wouldnt exclude it yet) - but it would, if executed properly beyond my mere brainstorming (of course i do admit that is just that and no more what i did) qualify as having characteristics of a sim at least.

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                              • Thanks, your post right above my previous cleared it up for me.

                                The whole discussion about whether or not Civ does/should (more) closely model reality seems moot. It's a really fun game. It has a system, however removed from reality, which is relatively intuitive, if far-fetched. If I'm willing to believe that I'm an omniscient force controlling all aspects of a people's political, economic and cultural development for over 6000 years, I'm willing to believe that planting a city near some pigs and corn will make it grow really big, really fast and mining some plains hills will let me make lots and lots of axemen.

                                I've been following this thread and, not to burst any balloons, but I can't figure out if this is an honest debate/argument, or if people are poking each other with pointy sticks just to see what happens. Maybe that's just because I'm new here, and to the whole idea of internet forums in general.

                                Regardless, it's been entertaining and I do think this thread has many of the better elements of a psychology experiment...
                                The undeserving maintain power by promoting hysteria.

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