Here I believe is a rather novel City model where cities don't have a city radius, or worked tiles, or anything like that. A city is just a centre of population where labor intensive facilities can be built. Improvements are independent and send produce to cities using a self-balancing economy. Here is the basic idea, using Cities (contain population, consume food) and farms (produce food).
Cities have population, which needs to eat.
Cities have a food stockpile which the population eats from.
The demand for food at a city is equal to the inverse of the amount of time the stockpile will last ie.
(Population * ConsumedPerPersonPerTurn) / (1 + StockpileSize)
Thus a city with a smaller population is satisfied with a smaller stockpile.
Farms regulary produce food crates, they deliver the food crate to the city with the highest demand (modified by distance). Note that every time a city recieves a food crate, it's stockpile size increases, and it's demand therfore decreases. This means that another city may now have the highest demand, and the next food crate will be delivered to that city instead, hence the system is self balancing.
There are a couple of things to note:
City growth cannot be pumped up with extra food, rather population grows as a steady %age per year, around about 5%.
When a city has insuffecient food it's productivity decreases, we can say that people who arent fed dont work, another valid way of looking at is that if everyone only gets half the food they need, everyone works half as hard. This is the same as half the people being fully fed and working fully and the other half getting no food and not working at all.
International Trade:
If your cities are all well fed, the farms produce will become less valuable and they will look for more profitable markets, if the faction next door is suffering from starvation the food demand will be high and so your farms will send the food across the border.
There will be trade barriers which will make selling to other factions less profitable for the farmers, the barriers will act to reduce effective demand and the size of the barriers will depend on diplomatic relations and ordinances.
Trade Pact : 10%
Pact : 30%
Treaty : 60%
Truce : 100%
Vendetta : 400% (greed conquers all )
Ordinances:
Tariffs: +50%
Iron Curtain: +400%
The Farmers and their profits:
When the farmers experience periods of high demand they make scads of money, which they use to upgrade their farmland and increase production. Thus when demand is high, the farms get upgraded, production increases, demand goes down, less upgrading happens and everything is nicely automatically balanced.
Note: As the leader you zone areas as farmland, but dont actually bother with menial details like upgrading the farm land over time... it's up to the farmers to do that.
Money and Wealth:
More difficult but potentionally much more interesting is adding money into the equation, when food is sold at high demand the farmers get more profit, you get a %age of this profit as tax.
When trade goes across border you get a fair chunk of the barrier %age in forms of more profit from tax, this is especially true with tarrifs. This money is re-introduced into the economy when you spend it on production (buying services from the market).
Money could make all sorts of interesting things, like if your farmers are selling produce to your neighbour then your faction would get richer and your neighbours faction poorer.
When a leader hoardes too much cash their faction gets poorer because less money is in circulation.
Prehaps you could set the tax rate too, which would make production more expensive and the economy weaker, but give you more power, and the economy wouldn't be harmed too much if you spend most of the money in your faction.
The main challenge of money is "where it comes from", it basically has to be generated by economic activity and how is quite a challenge, atleast for what is a TBS game, rather than a TBEconomy game (in the TBE game you put the leader in charge of printing money and handling money supply and inflation and stuff, as a student of economics the very thought is making me drool, cold shower, baseball). For a TBS game the money supply also has to be balanced automatically, using some sort of system like economic activity generates wealth (ie everything you build and everything that is produced adds a bit of wealth or basically Money Supply ~ GDP)
The Farmers and their money:
With money every sale the farmers makes puts some money in their pocket, (and some in your hand in the form of tax, filthy bureaucrat). The farmers spend this money in the cities (reintroducing it into the city where it can be used to buy more food and generates you yet more tax!), and whatever the farmers have left over they spend on upgrading the farms. Once farms become fully upgraded if you dont zone more farmland the farmers become filthy rich, however the more upgraded a farm is the less effecient it becomes, so new farms will be more profitable than old farms and this will help distribute the income more fairly.
Extending the model:
If the basic infrastructure can be put in place (particullary the money) then this could be extended to other resources, like metals and uranium and energy, labor and whatsnot, everything would be automatically regulated by market forces. When you build military stuff it would raise the demand for metal, more metal would flow into the cities building stuff, a prolonged military campaign would therfore result in the mining becoming more profitable and the mines being upgraded and production increasing, combined with spending on military your economy would be experiencing a WAR TIME BOON!
Why a realistic economy model would be *%^&$%^ cool:
It would more perfectely simulate the real world than any other game, imagine a game where going to war results in an economic war time boon, grind your people into the dirt and have a palace full of gold. Sit upon a thriving, living economy that doesn't need you to manage it, pratically everything regulates itself (over time). Trade with your neighbour and both get richer, or exploit your neighbour and get rich at thier expense!
Become paranoid that everyone is out to ruin your economy, so set up an iron curtain! Take that, capitalistic pigs!
Flood the markets with goods and gain all the wealth in the world!
Frown as your farmers sell food to your enemy, so tax them some more to erode into their profit margins! No more holidays in the cities for you, greedy pigs!
TAX EVERYONE!
Dismayed at an economic recession (caused by excessive taxation), pour lots of money into building stuff to prop up the economy! Then got to war, gotta use those tanks for something, right?
So, what do you think? Would a full economic model be workable? More fun than a system where you do everything yourself? Do the increased interactions and possibilities make up for the lack of hands on and micromanagment? Is a full economic model a good idea OR is godzilla smaller than a rabbit?
Is money a good idea? Or should it be limited to simple supply/demand regulation?
Thats all from me, for now
Cities have population, which needs to eat.
Cities have a food stockpile which the population eats from.
The demand for food at a city is equal to the inverse of the amount of time the stockpile will last ie.
(Population * ConsumedPerPersonPerTurn) / (1 + StockpileSize)
Thus a city with a smaller population is satisfied with a smaller stockpile.
Farms regulary produce food crates, they deliver the food crate to the city with the highest demand (modified by distance). Note that every time a city recieves a food crate, it's stockpile size increases, and it's demand therfore decreases. This means that another city may now have the highest demand, and the next food crate will be delivered to that city instead, hence the system is self balancing.
There are a couple of things to note:
City growth cannot be pumped up with extra food, rather population grows as a steady %age per year, around about 5%.
When a city has insuffecient food it's productivity decreases, we can say that people who arent fed dont work, another valid way of looking at is that if everyone only gets half the food they need, everyone works half as hard. This is the same as half the people being fully fed and working fully and the other half getting no food and not working at all.
International Trade:
If your cities are all well fed, the farms produce will become less valuable and they will look for more profitable markets, if the faction next door is suffering from starvation the food demand will be high and so your farms will send the food across the border.
There will be trade barriers which will make selling to other factions less profitable for the farmers, the barriers will act to reduce effective demand and the size of the barriers will depend on diplomatic relations and ordinances.
Trade Pact : 10%
Pact : 30%
Treaty : 60%
Truce : 100%
Vendetta : 400% (greed conquers all )
Ordinances:
Tariffs: +50%
Iron Curtain: +400%
The Farmers and their profits:
When the farmers experience periods of high demand they make scads of money, which they use to upgrade their farmland and increase production. Thus when demand is high, the farms get upgraded, production increases, demand goes down, less upgrading happens and everything is nicely automatically balanced.
Note: As the leader you zone areas as farmland, but dont actually bother with menial details like upgrading the farm land over time... it's up to the farmers to do that.
Money and Wealth:
More difficult but potentionally much more interesting is adding money into the equation, when food is sold at high demand the farmers get more profit, you get a %age of this profit as tax.
When trade goes across border you get a fair chunk of the barrier %age in forms of more profit from tax, this is especially true with tarrifs. This money is re-introduced into the economy when you spend it on production (buying services from the market).
Money could make all sorts of interesting things, like if your farmers are selling produce to your neighbour then your faction would get richer and your neighbours faction poorer.
When a leader hoardes too much cash their faction gets poorer because less money is in circulation.
Prehaps you could set the tax rate too, which would make production more expensive and the economy weaker, but give you more power, and the economy wouldn't be harmed too much if you spend most of the money in your faction.
The main challenge of money is "where it comes from", it basically has to be generated by economic activity and how is quite a challenge, atleast for what is a TBS game, rather than a TBEconomy game (in the TBE game you put the leader in charge of printing money and handling money supply and inflation and stuff, as a student of economics the very thought is making me drool, cold shower, baseball). For a TBS game the money supply also has to be balanced automatically, using some sort of system like economic activity generates wealth (ie everything you build and everything that is produced adds a bit of wealth or basically Money Supply ~ GDP)
The Farmers and their money:
With money every sale the farmers makes puts some money in their pocket, (and some in your hand in the form of tax, filthy bureaucrat). The farmers spend this money in the cities (reintroducing it into the city where it can be used to buy more food and generates you yet more tax!), and whatever the farmers have left over they spend on upgrading the farms. Once farms become fully upgraded if you dont zone more farmland the farmers become filthy rich, however the more upgraded a farm is the less effecient it becomes, so new farms will be more profitable than old farms and this will help distribute the income more fairly.
Extending the model:
If the basic infrastructure can be put in place (particullary the money) then this could be extended to other resources, like metals and uranium and energy, labor and whatsnot, everything would be automatically regulated by market forces. When you build military stuff it would raise the demand for metal, more metal would flow into the cities building stuff, a prolonged military campaign would therfore result in the mining becoming more profitable and the mines being upgraded and production increasing, combined with spending on military your economy would be experiencing a WAR TIME BOON!
Why a realistic economy model would be *%^&$%^ cool:
It would more perfectely simulate the real world than any other game, imagine a game where going to war results in an economic war time boon, grind your people into the dirt and have a palace full of gold. Sit upon a thriving, living economy that doesn't need you to manage it, pratically everything regulates itself (over time). Trade with your neighbour and both get richer, or exploit your neighbour and get rich at thier expense!
Become paranoid that everyone is out to ruin your economy, so set up an iron curtain! Take that, capitalistic pigs!
Flood the markets with goods and gain all the wealth in the world!
Frown as your farmers sell food to your enemy, so tax them some more to erode into their profit margins! No more holidays in the cities for you, greedy pigs!
TAX EVERYONE!
Dismayed at an economic recession (caused by excessive taxation), pour lots of money into building stuff to prop up the economy! Then got to war, gotta use those tanks for something, right?
So, what do you think? Would a full economic model be workable? More fun than a system where you do everything yourself? Do the increased interactions and possibilities make up for the lack of hands on and micromanagment? Is a full economic model a good idea OR is godzilla smaller than a rabbit?
Is money a good idea? Or should it be limited to simple supply/demand regulation?
Thats all from me, for now
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