At present Clash's economic system is foreseen to work with 4 economic sectors:
Food
Production
Services
Special ressources
First I think that "Production" should be split into consumer goods (necessary to make people happy ), intermediary goods, and equipment goods (necessary for further improvements in productivity...) and war material.
Moreover the quality of specific goods produced in a province should depend on its tech and economic level. An economic zone could for exemple produce 10 units of consumer goods (quality 4/20) and 5 units of equipment goods (quality 10/20).
Thus the trading system could be enlarged to finished goods as well making it possible for civilizations to thrive on for exemple buying ressources from some nations and selling high quality finished goods to others (as have done all dominant export oriented civilizations).
The same is true for services: like physical goods they would be tradable and would have a given "quality" level)
Minimum quality levels of some inputs would be necessary at some stages of development for some markets.
Eg1: To produce 5 quality 10/20 war material a civ could need 1 equipment good level 8/20 or higher and 2 intermediary goods level 10/20 or higher.
Eg2: At some stages of development, economies would constantly need new high quality services (eg IT, IB,...) if the local economy is not able to provide it, it would have to be imported.
If only a limited amount of countries can provide these given goods and services, these ones will be in a position of strength against those who cannot.
One other thing could also be modellised in the game: foreign investments. The private sector or the state could (after a diplomatic agreement had been signed) invest in an other civ (thus creating interdependence) through lending (when our economy is already advanced and desperately looks for projects to invest in) or FDI (to secure our markets and use local competitive advantages: tech...).
Maybe as in the real world countries whose sum of capital outflows would exceed inflows could see their currencies dwindle during the game. (as for the name of each civ's currency it could be left to the player)
Import/Export: After each turn the computer would calculate what the province needs in terms of food, goods and services and put it against what is on offer, in the province and what is produced elsewhere and could be imported(from countries with trade agreement and available merchant). According to the utility functions mentionned on the web site prices could then be calculated directly so that inventories always end up at 0.
This free game of market forces could of course be interfered with by players subsidizing some exports, limiting imports on some category of products or limiting buying prices.
Here an exemple of how it could function:
First the computer begins with food.
On one side the computer has demand functions of food depending on the people's (wealth+ expected income) on the other side the algorithm knows how much food is on offer and the costs imposed on food trade: restrictions, taxes, transport cost by the different nations.
It will then be possible to know how much food is sold to whom, at what price and what the people have left (wealth+expected income-money spent on food).
Then the same is done with consumption goods and then with other goods in this order
consumption goods / raw materials and specials / intermediary goods / services /
military goods / equipment goods
Equipment goods come last as they are tied to the investment process of the country.
Once all this is done we know what has been bought for what price and have the amount of savings. This amount of savings can (once there is banking) be invested in the economic region or elsewhere (with agreements).
In this way a developped cash rich civ could lend money to a smaller ally strugling to develop and neighbor to one of the civ's big ennemies.
Advantages: In this way a realistic economic model is set up simulating economic competition between civs and allowing national markets to be "invaded" by foreign competitors (but also to specialise moreover if trade imbalances were really huge the currency would depreciate limiting the problems afterwards).
Drawback: Complexity of utility functions to be maximized and number of utility functions.
Merchants from one country should be able to make money from import, export as well as from doing trade between 2 countries different from their home one. Merchants would need a fleet (or caravans) and therefore their spread (difference between the prices at which they buy and sell) should also depend on the security they feel granted. This means that a civ with a strong military fleet (or allies) protecting its merchants will see its merchants offer more competitive pricings and gain market shares.
[This message has been edited by Jamir_de_Yard (edited April 15, 2000).]
[This message has been edited by Jamir_de_Yard (edited April 16, 2000).]
Food
Production
Services
Special ressources
First I think that "Production" should be split into consumer goods (necessary to make people happy ), intermediary goods, and equipment goods (necessary for further improvements in productivity...) and war material.
Moreover the quality of specific goods produced in a province should depend on its tech and economic level. An economic zone could for exemple produce 10 units of consumer goods (quality 4/20) and 5 units of equipment goods (quality 10/20).
Thus the trading system could be enlarged to finished goods as well making it possible for civilizations to thrive on for exemple buying ressources from some nations and selling high quality finished goods to others (as have done all dominant export oriented civilizations).
The same is true for services: like physical goods they would be tradable and would have a given "quality" level)
Minimum quality levels of some inputs would be necessary at some stages of development for some markets.
Eg1: To produce 5 quality 10/20 war material a civ could need 1 equipment good level 8/20 or higher and 2 intermediary goods level 10/20 or higher.
Eg2: At some stages of development, economies would constantly need new high quality services (eg IT, IB,...) if the local economy is not able to provide it, it would have to be imported.
If only a limited amount of countries can provide these given goods and services, these ones will be in a position of strength against those who cannot.
One other thing could also be modellised in the game: foreign investments. The private sector or the state could (after a diplomatic agreement had been signed) invest in an other civ (thus creating interdependence) through lending (when our economy is already advanced and desperately looks for projects to invest in) or FDI (to secure our markets and use local competitive advantages: tech...).
Maybe as in the real world countries whose sum of capital outflows would exceed inflows could see their currencies dwindle during the game. (as for the name of each civ's currency it could be left to the player)
Import/Export: After each turn the computer would calculate what the province needs in terms of food, goods and services and put it against what is on offer, in the province and what is produced elsewhere and could be imported(from countries with trade agreement and available merchant). According to the utility functions mentionned on the web site prices could then be calculated directly so that inventories always end up at 0.
This free game of market forces could of course be interfered with by players subsidizing some exports, limiting imports on some category of products or limiting buying prices.
Here an exemple of how it could function:
First the computer begins with food.
On one side the computer has demand functions of food depending on the people's (wealth+ expected income) on the other side the algorithm knows how much food is on offer and the costs imposed on food trade: restrictions, taxes, transport cost by the different nations.
It will then be possible to know how much food is sold to whom, at what price and what the people have left (wealth+expected income-money spent on food).
Then the same is done with consumption goods and then with other goods in this order
consumption goods / raw materials and specials / intermediary goods / services /
military goods / equipment goods
Equipment goods come last as they are tied to the investment process of the country.
Once all this is done we know what has been bought for what price and have the amount of savings. This amount of savings can (once there is banking) be invested in the economic region or elsewhere (with agreements).
In this way a developped cash rich civ could lend money to a smaller ally strugling to develop and neighbor to one of the civ's big ennemies.
Advantages: In this way a realistic economic model is set up simulating economic competition between civs and allowing national markets to be "invaded" by foreign competitors (but also to specialise moreover if trade imbalances were really huge the currency would depreciate limiting the problems afterwards).
Drawback: Complexity of utility functions to be maximized and number of utility functions.
Merchants from one country should be able to make money from import, export as well as from doing trade between 2 countries different from their home one. Merchants would need a fleet (or caravans) and therefore their spread (difference between the prices at which they buy and sell) should also depend on the security they feel granted. This means that a civ with a strong military fleet (or allies) protecting its merchants will see its merchants offer more competitive pricings and gain market shares.
[This message has been edited by Jamir_de_Yard (edited April 15, 2000).]
[This message has been edited by Jamir_de_Yard (edited April 16, 2000).]
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