I'd like to hear peoples' thoughts on this. The whole document on the proposed econ system is at http://people.mw.mediaone.net/markeverson/econ_dev.htm . It's too long to duplicate here, so I will just reproduce the intro here. There has already been some extensive discussion of the proposal at the old BB.
-Mark
The economic progress of civilizations is a critical aspect in Clash. It is perhaps the most important factor in the modern era. The most important things I'm trying to implement in Clash are:
1) Reduce Micro-Management by the Player - Allow the player to handle the economy in the game with as few actions aspossible. Implementing an economic strategy should Never require the player's attention at the level of a single map square. Most Civilization-type games also require too much attention at the city or provincial level. This typically involves the player commissioning the construction of a variety of "buildings" that affect the economy in various ways. Clash won't have explicit buildings, except in the graphics. Infrastructure for the economy will be handled in a continuous fashion in a way
that is relatively hands-off for the player. Various levels of micro-management of the economy should be Available to the player If He or She Desires Them.
2) Get the correct flavor of growth rate and innovation effects of economies operating under the influences of Market,Traditional, and Command forces (either Government Command like communist/totalitarian, or regulation)
3) Have a distinction between public and private sector; the government can influence private sector economic behavior but does not control it (having the public sector control itself will also reduce micro-management)
4) Use relatively realistic consumption patterns and growth rates for ancient and modern economies
5) Simulate the effects of rare or important goods and products - e.g. that of coal in the industrial revolution (special goods give the player new possibilities for cooperation and competition with other civs: enabling important trade pacts, struggles for trade dominance, and embargos in Clash)
6) Capture the importance of trade in stimulating economic growth. Clash will use quasi-market treatment of pricing. This supports relatively realistic functioning of merchant activities. Merchants will be agents that "make a living" buying
commodities where they are priced cheaply and selling them or they are worth more. Merchants will be intelligent agents, and not under player control. Players can influence merchant activity thru taxation of trade.
That's the intro... read the whole thing at the site given above.
-Mark
The economic progress of civilizations is a critical aspect in Clash. It is perhaps the most important factor in the modern era. The most important things I'm trying to implement in Clash are:
1) Reduce Micro-Management by the Player - Allow the player to handle the economy in the game with as few actions aspossible. Implementing an economic strategy should Never require the player's attention at the level of a single map square. Most Civilization-type games also require too much attention at the city or provincial level. This typically involves the player commissioning the construction of a variety of "buildings" that affect the economy in various ways. Clash won't have explicit buildings, except in the graphics. Infrastructure for the economy will be handled in a continuous fashion in a way
that is relatively hands-off for the player. Various levels of micro-management of the economy should be Available to the player If He or She Desires Them.
2) Get the correct flavor of growth rate and innovation effects of economies operating under the influences of Market,Traditional, and Command forces (either Government Command like communist/totalitarian, or regulation)
3) Have a distinction between public and private sector; the government can influence private sector economic behavior but does not control it (having the public sector control itself will also reduce micro-management)
4) Use relatively realistic consumption patterns and growth rates for ancient and modern economies
5) Simulate the effects of rare or important goods and products - e.g. that of coal in the industrial revolution (special goods give the player new possibilities for cooperation and competition with other civs: enabling important trade pacts, struggles for trade dominance, and embargos in Clash)
6) Capture the importance of trade in stimulating economic growth. Clash will use quasi-market treatment of pricing. This supports relatively realistic functioning of merchant activities. Merchants will be agents that "make a living" buying
commodities where they are priced cheaply and selling them or they are worth more. Merchants will be intelligent agents, and not under player control. Players can influence merchant activity thru taxation of trade.
That's the intro... read the whole thing at the site given above.
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