Firaxis appear to place a good deal of importance on Economics as it was one of the headings to appear at the very front of the manual with regards to the may ways one can play Civ 3.
However, I noted that the Economic system in Civ 3 is rather primitive, and is not really that useful of a tool for a player. It also tends to lends itself to AI cheating, and does not reflect accurately an output based model.
To simplify the issue, let me give you brief breakdown of economic activity for a Civ.
money inputs comes from:
1. income from cities & taxmen DOMESTIC OUTPUT
2. Trade and transfer payments from another Civ to your Civ International Payments
= Total Income
money outputs:
1. Upkeep of improvements & Military* DOMESTIC OUTPUT
2. Trade and transfer payments from your Civ to another Civ International Payments
add:
3. Cost of Rushing Units & Improvements
= Total Expenditures
* note that military upkeep applies only under certain government types or if you have exceeded allowable supported units cap
The balance (Total Income - Total Expenditure) is kept in the treasury. And if you run a deficit, improvements are sold to cover the difference (correct me if im wrong)
You can see here that money in Civ 3 is not recyled, and instead it travels through a linear line. Think of it like your digestive system. Food goes in, feces comes out. Where the food comes from we don't really know. it can be legitimate (ie: city income) or it can be the AI simply making money out of thin air to cover its debts. As for output (feces) we're not quite sure. If we give money to a Rival Civ, do they spend it? or does it just disappear?
This implies the AI could infact cheat by monetizing their debt "printing money". They could simply pay gold out of thin air if their treasury is at 0. We will never know if they actually sell their improvements to cover costs like human players do or if they get this bonus.
It would be interesting to make a few minor changes and create something called TOTAL WEALTH. Think of it as a big Pizza, each Civ have a slice of the pie. This will be the amount of gold all Civs have, and this amount cannot be tampered with. The only way to increase total wealth is by earning income (output) from the cities. Wealth does not go away. When you build a unit, that unit has a wealth value, when you build an improvement that imporvement has an improvement value. The only way to destroy wealth is to destroy that unit / improvement.
So yes, this implies counting shield production as a form of income, as it should be.
This also implies that in a world that is at peace, wealth will continually increase as old wealth is stockpiled in the treasury, improvements and units and new wealth keeps coming in.
The idea of Total Wealth should allow gamers to really manage their economies differently. Because as a player, you're always vying for a bigger peice of that big wealth pie. And you can wage economic war on your opponents by cutting off their trade, reducing their share of the pie and in turn their wealth. If they can't pay to cover all their costs, they are in a disadvantage. And the same goes to the human player. So in essence, there is a global economic system that keeps tabs on each Civ, where each gold earned is accounted for. That 1 gold can be in your bank, a unit, or an improvement. When you disband a unit or sell an improvement, you get part of that wealth back, the rest are written-off as amortization (devaluation) from use.
Upkeep paid to improvements / units increase their wealth value, because it is understood as earned income from them. If you're in the military, the government pays you, so the amount you earn doesn't disappear like the current system, but it adds to your wealth. but when you sell or disband units or sell them, you only recover a fraction of the unit's original value. ie: if you have a worker worth 20 gold for 100 turn , paying 1 gold for upkeep each turn, the wealth value of that worker by the end of the 100th turn is 120 gold, but when you disband, you only earn a fraction of the 20 gold original value, say 15 gold. The rest of the gold 105, is destroyed. But it could be kept in a separate account as some form of non current wealth.
Most of you will realize its not really a radical change from the current system we have. Because its not. But the Total Wealth Model is also radically different in that whereas the current system is linear where you earn, spend and forget, the new system is a cycle, and each dollar earned or spent will be accounted for somewhere in that cycle either as cold hard cash or as part of an improvement or unit. If you pay 5 gold to a Rival Civ, that is 5 gold you will have lost forever. if you pay tribue for 20 turns, that's 100 gold in wealth you're giving to a Rival Civ. and that will add to their total wealth value when they spend it on improvements and units.
Any thoughts?
However, I noted that the Economic system in Civ 3 is rather primitive, and is not really that useful of a tool for a player. It also tends to lends itself to AI cheating, and does not reflect accurately an output based model.
To simplify the issue, let me give you brief breakdown of economic activity for a Civ.
money inputs comes from:
1. income from cities & taxmen DOMESTIC OUTPUT
2. Trade and transfer payments from another Civ to your Civ International Payments
= Total Income
money outputs:
1. Upkeep of improvements & Military* DOMESTIC OUTPUT
2. Trade and transfer payments from your Civ to another Civ International Payments
add:
3. Cost of Rushing Units & Improvements
= Total Expenditures
* note that military upkeep applies only under certain government types or if you have exceeded allowable supported units cap
The balance (Total Income - Total Expenditure) is kept in the treasury. And if you run a deficit, improvements are sold to cover the difference (correct me if im wrong)
You can see here that money in Civ 3 is not recyled, and instead it travels through a linear line. Think of it like your digestive system. Food goes in, feces comes out. Where the food comes from we don't really know. it can be legitimate (ie: city income) or it can be the AI simply making money out of thin air to cover its debts. As for output (feces) we're not quite sure. If we give money to a Rival Civ, do they spend it? or does it just disappear?
This implies the AI could infact cheat by monetizing their debt "printing money". They could simply pay gold out of thin air if their treasury is at 0. We will never know if they actually sell their improvements to cover costs like human players do or if they get this bonus.
It would be interesting to make a few minor changes and create something called TOTAL WEALTH. Think of it as a big Pizza, each Civ have a slice of the pie. This will be the amount of gold all Civs have, and this amount cannot be tampered with. The only way to increase total wealth is by earning income (output) from the cities. Wealth does not go away. When you build a unit, that unit has a wealth value, when you build an improvement that imporvement has an improvement value. The only way to destroy wealth is to destroy that unit / improvement.
So yes, this implies counting shield production as a form of income, as it should be.
This also implies that in a world that is at peace, wealth will continually increase as old wealth is stockpiled in the treasury, improvements and units and new wealth keeps coming in.
The idea of Total Wealth should allow gamers to really manage their economies differently. Because as a player, you're always vying for a bigger peice of that big wealth pie. And you can wage economic war on your opponents by cutting off their trade, reducing their share of the pie and in turn their wealth. If they can't pay to cover all their costs, they are in a disadvantage. And the same goes to the human player. So in essence, there is a global economic system that keeps tabs on each Civ, where each gold earned is accounted for. That 1 gold can be in your bank, a unit, or an improvement. When you disband a unit or sell an improvement, you get part of that wealth back, the rest are written-off as amortization (devaluation) from use.
Upkeep paid to improvements / units increase their wealth value, because it is understood as earned income from them. If you're in the military, the government pays you, so the amount you earn doesn't disappear like the current system, but it adds to your wealth. but when you sell or disband units or sell them, you only recover a fraction of the unit's original value. ie: if you have a worker worth 20 gold for 100 turn , paying 1 gold for upkeep each turn, the wealth value of that worker by the end of the 100th turn is 120 gold, but when you disband, you only earn a fraction of the 20 gold original value, say 15 gold. The rest of the gold 105, is destroyed. But it could be kept in a separate account as some form of non current wealth.
Most of you will realize its not really a radical change from the current system we have. Because its not. But the Total Wealth Model is also radically different in that whereas the current system is linear where you earn, spend and forget, the new system is a cycle, and each dollar earned or spent will be accounted for somewhere in that cycle either as cold hard cash or as part of an improvement or unit. If you pay 5 gold to a Rival Civ, that is 5 gold you will have lost forever. if you pay tribue for 20 turns, that's 100 gold in wealth you're giving to a Rival Civ. and that will add to their total wealth value when they spend it on improvements and units.
Any thoughts?
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