Hi Mark!
Whatever I will try to do on infrastructure, it will be based on what already exists in the econ model thread and webpage, so don't worry about that. I only want to model government intervention, which is the missing part.
EP: You say that the player can have as much economic planning as he wants, if he has the money to pay for it. You overlook the fact that it is not the player who will does the planning, but the govt, which represents much more power centres than just the player. They must have some kind of EP agenda, shouldn't they? Well EP is the best way to represent that. EP will be chiefly meant to limit the extent of player intervention; we don't want the player to be omnipotent, do we?
As for subsidies, they are not the only way of "pushing" a certain infrastructure class. Housing f.e. can be subsidised, but it also can be constructed and given away by the state, so can education, temples, armaments, etc. I have a feeling though that in Clash, as you say, such things might not matter. In the real world, the difference is fundamental, but in Clash, exactly because of point #8 above, there might not be a difference after all. I'll have to think some more about this.
I feel that the answers to such problems can be given only during or after coding (Or, maybe they could show up in a spreadsheet version. Who knows?). Right now the discussion in the govt model thread is the most vital and I await your comments there.
Whatever I will try to do on infrastructure, it will be based on what already exists in the econ model thread and webpage, so don't worry about that. I only want to model government intervention, which is the missing part.
EP: You say that the player can have as much economic planning as he wants, if he has the money to pay for it. You overlook the fact that it is not the player who will does the planning, but the govt, which represents much more power centres than just the player. They must have some kind of EP agenda, shouldn't they? Well EP is the best way to represent that. EP will be chiefly meant to limit the extent of player intervention; we don't want the player to be omnipotent, do we?
As for subsidies, they are not the only way of "pushing" a certain infrastructure class. Housing f.e. can be subsidised, but it also can be constructed and given away by the state, so can education, temples, armaments, etc. I have a feeling though that in Clash, as you say, such things might not matter. In the real world, the difference is fundamental, but in Clash, exactly because of point #8 above, there might not be a difference after all. I'll have to think some more about this.
I feel that the answers to such problems can be given only during or after coding (Or, maybe they could show up in a spreadsheet version. Who knows?). Right now the discussion in the govt model thread is the most vital and I await your comments there.
Comment