A thriving economy is vital for a civilization to exist. It is necessary for a good military campaign although many wars have been fought simply to bolster the economy. It is the most decisive force in determining civil strife, that much is obvious from watching the revolution in the USSR nine years ago, the French Revolution, the american Civil War, the Chinese Revolution, the Japanese invasion of Manchuria in WWII, Desert Storm, the American Revolution, the Franco-Prussian wars, the punic wars, not to mention the dominance of just about any nation from Egypt, Carthage(who's economy was threatened by Rome,) Babylon, etc, etc etc. There are three reasons why a nation goes to war...
Money
Power
Women
(In that order)
For that reason, the economy model must be intricately laced into everything done in an aspiring empire. This economy model intends to reflect this importance.
There are a number of things that need to be tracked in order to make an acurate economy model:
Resources are obvious. Without raw minerals and energy sources, you can't build anything. These can be mined, bought, traded for, or stolen. Instead of having an omniscent market available where a player can simply buy whatever he needs, which is a narrowminded idea, at the other end of a buyer is a seller. IF your civ pisses everyone off supply might be limited. If you have an embargo against you, supply might be even more limited if not quite expensive.
That is the first thing I would add. You can sell resources as well as buy them. Not only that, but you can only buy them if someone is selling them. If not, you will need to figure out ways to get them. Find a potential supplier and try to a)make an offer too good to resist (not just money), b)tell them if they don't give you what you need you will attack them and take it by force, or c)just take it without warning. Perhaps other underhanded means might also be available. This means also, if you end up supplying someone that has an embargo against them you might piss off the one that enforces the embargo. This allows for actual reasons for the other AIs to be mad at you instead of the stupid "Time to get mad at you" reasons used in earlier civ games.
Cost of resources is greatly modified by factors such as WHO the supplier is, in addition to the usual ammount of supply available.
Money... where does it come from? First of all you can sell stuff besides resources. You can sell military equipment to other countries though that might anger the country that equipment is used against. You can sell manufactured goods and foodstuffs, though in a more capitalist setting more of this is handled by private industry and not dealt with by the player. Also money comes from TAX.
You can tax anything. Remember that anything you tax will have consequences. You can tax imported goods, or exported goods. Note that the greater this tax, the less of these goods will be exchanged. Under the diplomacy screen if you're on good terms with a foreign power you can ask for a "Free Trade agreement" which means no taxes on trade between your two countries, and it also means the most trade. Again, this has its pluses and minuses. You get 100% diffusion with that country and +x% unhappy people because of the flood of foreign goods. If you own places that are good for everyone to use: ie. panama canals, railroads, etc, you can charge foreign countries for their use as well.
Extortion: Tripoli and Algiers and a few other cities on the north coast of Africa grew fat from annual fees paid from big countries like France and England in exchange for "not being pirated." You can offer your "protection" to other countries in exchange for money as well. Be careful that you don't do the same to foundling countries like the USA that they might blast you. Egypt, Rome, Babylon and many others have done the same, and grew quite rich from such annual tributes.
Special note here, money isn't the only currency. Rome, for example, would demand everything from cattle, grain, iron ore, slaves, fish, gold, spice, and etc for their not attacking them. Simply asking for money is too narrowminded.
Taxes on the people. For simplicity's sake, I will not think about differentiating between sales tax, property taxes, income taxes, etc. I think all we need is a "People tax" which is to say, based on the population you get x taxes. Stary this by saying:
"What is the cost of living?"
The cost of living is determined by a)technology indexes, b)agricultural surplus, c)Trade goods surplus, d)GNP, e)population density and f)available public services. At the beginning of each turn the game determines the total cost of living of everyone in your empire or country and combines this into one big fat number. The game then looks at the capitalist-communist index to determine what percentage of this cost of living is met by the people themselves and how much is met by the government. Under a total communist, you have to pay this FULL ammount, but then everyone is happy to have free living quarters, free food, free health care, etc. This happiness will be offset by the 100% people tax. Under a total capitalist, you don't have to pay any of this. But then a lot of people will not like it when they get their hospital bills, police bills, road bills, etc.
There are two numbers to represent this, you have a tax index which determines the % of your peoples' income you tax, and you have your communist index which determines the ammount of the cost of living is met by the government. IF the two numbers are the same there is no bonus or penalty. If you tax less than the government pays for you will have a budget shortfall but the people will be a lot happier and wealthier. If you tax more than the government pays for the people will be very angry but you will get rich in the process. This is all done in degrees of difference.
Now this brings me to companies. The level of the communist-capitalist index determines exactly what is paid for by the government and what is not. Each city or tile improvement has an upkeep cost in a combination of money, resources, and energy. If the improvement is covered by the government, you have to pay this upkeep. If it is owned by private industry it is paid for by the company that owns it, and the resources and energy are subtracted accordingly from the cheapest available source. Now assuming that the company is owned by the private sector, if the resources are available domestically they are simply subtracted from the cheapest available source automatically. If however they are available only from a foreign power then they are subtracted from that source and the lowest available price is subtracted from your nation's GNP. If the foreign source is cheaper than the domestic source, the company goes for the foreign source and subtracts the price from the GNP accordingly. If the ukeep cannot be paid due to lack of energy or resources, that company adds a popular point against your administration.
Now this company doesn't have to be an actual company, it could be represented by the improvement itself.
Example:
Monorail counts as public transit. Under a capitalist 5, public transit is free for the people while under capitalist 7, people have to pay for it. Capitalist 6 pays for half of it. Anyhoo, its upkeep is as follows: $20per turn,
1energy per 1pop per turn max 10energy per turn,
1 resource each time a city grows 1pop.
I have to go towork I will finish later
Money
Power
Women
(In that order)
For that reason, the economy model must be intricately laced into everything done in an aspiring empire. This economy model intends to reflect this importance.
There are a number of things that need to be tracked in order to make an acurate economy model:
Resources are obvious. Without raw minerals and energy sources, you can't build anything. These can be mined, bought, traded for, or stolen. Instead of having an omniscent market available where a player can simply buy whatever he needs, which is a narrowminded idea, at the other end of a buyer is a seller. IF your civ pisses everyone off supply might be limited. If you have an embargo against you, supply might be even more limited if not quite expensive.
That is the first thing I would add. You can sell resources as well as buy them. Not only that, but you can only buy them if someone is selling them. If not, you will need to figure out ways to get them. Find a potential supplier and try to a)make an offer too good to resist (not just money), b)tell them if they don't give you what you need you will attack them and take it by force, or c)just take it without warning. Perhaps other underhanded means might also be available. This means also, if you end up supplying someone that has an embargo against them you might piss off the one that enforces the embargo. This allows for actual reasons for the other AIs to be mad at you instead of the stupid "Time to get mad at you" reasons used in earlier civ games.
Cost of resources is greatly modified by factors such as WHO the supplier is, in addition to the usual ammount of supply available.
Money... where does it come from? First of all you can sell stuff besides resources. You can sell military equipment to other countries though that might anger the country that equipment is used against. You can sell manufactured goods and foodstuffs, though in a more capitalist setting more of this is handled by private industry and not dealt with by the player. Also money comes from TAX.
You can tax anything. Remember that anything you tax will have consequences. You can tax imported goods, or exported goods. Note that the greater this tax, the less of these goods will be exchanged. Under the diplomacy screen if you're on good terms with a foreign power you can ask for a "Free Trade agreement" which means no taxes on trade between your two countries, and it also means the most trade. Again, this has its pluses and minuses. You get 100% diffusion with that country and +x% unhappy people because of the flood of foreign goods. If you own places that are good for everyone to use: ie. panama canals, railroads, etc, you can charge foreign countries for their use as well.
Extortion: Tripoli and Algiers and a few other cities on the north coast of Africa grew fat from annual fees paid from big countries like France and England in exchange for "not being pirated." You can offer your "protection" to other countries in exchange for money as well. Be careful that you don't do the same to foundling countries like the USA that they might blast you. Egypt, Rome, Babylon and many others have done the same, and grew quite rich from such annual tributes.
Special note here, money isn't the only currency. Rome, for example, would demand everything from cattle, grain, iron ore, slaves, fish, gold, spice, and etc for their not attacking them. Simply asking for money is too narrowminded.
Taxes on the people. For simplicity's sake, I will not think about differentiating between sales tax, property taxes, income taxes, etc. I think all we need is a "People tax" which is to say, based on the population you get x taxes. Stary this by saying:
"What is the cost of living?"
The cost of living is determined by a)technology indexes, b)agricultural surplus, c)Trade goods surplus, d)GNP, e)population density and f)available public services. At the beginning of each turn the game determines the total cost of living of everyone in your empire or country and combines this into one big fat number. The game then looks at the capitalist-communist index to determine what percentage of this cost of living is met by the people themselves and how much is met by the government. Under a total communist, you have to pay this FULL ammount, but then everyone is happy to have free living quarters, free food, free health care, etc. This happiness will be offset by the 100% people tax. Under a total capitalist, you don't have to pay any of this. But then a lot of people will not like it when they get their hospital bills, police bills, road bills, etc.
There are two numbers to represent this, you have a tax index which determines the % of your peoples' income you tax, and you have your communist index which determines the ammount of the cost of living is met by the government. IF the two numbers are the same there is no bonus or penalty. If you tax less than the government pays for you will have a budget shortfall but the people will be a lot happier and wealthier. If you tax more than the government pays for the people will be very angry but you will get rich in the process. This is all done in degrees of difference.
Now this brings me to companies. The level of the communist-capitalist index determines exactly what is paid for by the government and what is not. Each city or tile improvement has an upkeep cost in a combination of money, resources, and energy. If the improvement is covered by the government, you have to pay this upkeep. If it is owned by private industry it is paid for by the company that owns it, and the resources and energy are subtracted accordingly from the cheapest available source. Now assuming that the company is owned by the private sector, if the resources are available domestically they are simply subtracted from the cheapest available source automatically. If however they are available only from a foreign power then they are subtracted from that source and the lowest available price is subtracted from your nation's GNP. If the foreign source is cheaper than the domestic source, the company goes for the foreign source and subtracts the price from the GNP accordingly. If the ukeep cannot be paid due to lack of energy or resources, that company adds a popular point against your administration.
Now this company doesn't have to be an actual company, it could be represented by the improvement itself.
Example:
Monorail counts as public transit. Under a capitalist 5, public transit is free for the people while under capitalist 7, people have to pay for it. Capitalist 6 pays for half of it. Anyhoo, its upkeep is as follows: $20per turn,
1energy per 1pop per turn max 10energy per turn,
1 resource each time a city grows 1pop.
I have to go towork I will finish later
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