It's time to start a new Economy thread going, since the old one is getting very close to the 150 post limit. Here is a link to the previous thread Economic Development Model - Opinions Please?. The economy model page on the Web site is pretty much up to date, so I'm not going to write a summary here.
There's just one thing I want to ask everyone's opinions on at this point. I have parts of the Economy model up and running, and hopefully you will see it as part of Demo 5 within a week or two. I have what I think is a flexible and powerful way for the player to handle the economy, and I wanted to run the general idea by people to see if anyone barfs . The main thing I'm worried about is that it has Numbers in it. Essentially there are two factors to the interface, how much you want to invest in a given area when you view it as a good opportunity, and what you define as a good opportunity.
So here is the deal... say you are an emperor that wants to develop the food-producing capacity of your civilization. In Civ2 you would have to push around all these annoying settlers by hand to irrigate lots of land. Apparently the public works concept in CTP works moderately well, although I don't know personally because I never played it. Here is the idea I have right now for Clash:
First I'll give the numerical aspects of the idea, and then we can decide at a later date if we need to work it through an adviser without numbers, or at least give the player the opportunity to do it without numbers. So if you want to push food production, but only in areas where will really make a difference, you call up your Econ command screen at the civ level. This will show all your orders with respect to the civ-wide economy. For an economic area you want to invest in, you'll get the option to order how much money you want dedicated to the area per turn, and at what point you would no longer consider it worth investing that money. Specifically, the numbers you will see in the Demo 5 Econ screen are "percent of local tax revenues to use" and "rate of return". Let's say for the farming sector you have set 10% of local taxes as the investment amount with a rate of return needed to invest of 30%. What the game will do when it gets to the economic orders phase of the turn, is examine your order for every square in your civ, and decide based on your return rate whether to spend up to the amount you allocated (10%).
So let's say in one particular square the taxes you get are 100C. The Econ model will do a simple rate of return calculation, and find out how much you should invest, up to the 10%, while still meeting your needed rate of return of 30%. What the rate of return calculation considers is how much the investment will pay back directly to you the government in the future, and what annual rate of return this is equivalent to. (Right now the rate of return doesn't consider what the people might get out of an investment, only what the govt gets back in the way of increased taxes.) Now 30% is a pretty high rate of return, so your selecting this means that you really only want to invest in farming in areas where you will get pretty rapid payback. So in most places the 10% of local taxes investment that you have called for won't actually be spent. Now if this square has really lush farmland it may be that you will spend the 10% (= 10C) on building up farms. If it isn't a really good deal, nothing will be spent, and you will get the money sent to the treasury instead. If you had wanted to invest more broadly you might pick a rate of return of 5-10% as required.
So why do I think this is so cool? You can switch on or off investments over your whole civilization with just a few orders. By adjusting the rate of return you can either invest any where it will do the least bit of good (1% rate of return), or invest in places it's fairly advantageous to do so (10% or so) or only cherry-pick the very best places to invest (30%-100%). You can also override or augment the civ-wide settings at either the provincial, or individual map square level. It just depends on how interested you are in tweaking the economy! If what you really want is money, just set all the local tax percentages to 0, then you will just get your taxes sent directly to the civ treasury.
When switching from peacetime to wartime I envision we would give the player an order they can give to basically kill all investment orders. Then, in the same way that you put 10% of tax assets into building farms, you could put 80% of income toward building, and/or mobilizing military units. The only problem here is that I don't yet have a clever way to gauge rate of return for military units or several other things. But I figured we should first see if people like the way the system works for things like farming and gold mining, and if it's a winner I'm sure we can come up with some way to do it.
So at least for now you'll get a couple numbers you can set for each area of investment, that will give you widely different responses over the whole civ. The numbers don't bother me personally, and if the idea works in general I think we can come up with words for orders you give to your adviser that are basically code for several different levels. In that way the people that don't want numbers in their game wouldn't have to have them.
What you think?
There's just one thing I want to ask everyone's opinions on at this point. I have parts of the Economy model up and running, and hopefully you will see it as part of Demo 5 within a week or two. I have what I think is a flexible and powerful way for the player to handle the economy, and I wanted to run the general idea by people to see if anyone barfs . The main thing I'm worried about is that it has Numbers in it. Essentially there are two factors to the interface, how much you want to invest in a given area when you view it as a good opportunity, and what you define as a good opportunity.
So here is the deal... say you are an emperor that wants to develop the food-producing capacity of your civilization. In Civ2 you would have to push around all these annoying settlers by hand to irrigate lots of land. Apparently the public works concept in CTP works moderately well, although I don't know personally because I never played it. Here is the idea I have right now for Clash:
First I'll give the numerical aspects of the idea, and then we can decide at a later date if we need to work it through an adviser without numbers, or at least give the player the opportunity to do it without numbers. So if you want to push food production, but only in areas where will really make a difference, you call up your Econ command screen at the civ level. This will show all your orders with respect to the civ-wide economy. For an economic area you want to invest in, you'll get the option to order how much money you want dedicated to the area per turn, and at what point you would no longer consider it worth investing that money. Specifically, the numbers you will see in the Demo 5 Econ screen are "percent of local tax revenues to use" and "rate of return". Let's say for the farming sector you have set 10% of local taxes as the investment amount with a rate of return needed to invest of 30%. What the game will do when it gets to the economic orders phase of the turn, is examine your order for every square in your civ, and decide based on your return rate whether to spend up to the amount you allocated (10%).
So let's say in one particular square the taxes you get are 100C. The Econ model will do a simple rate of return calculation, and find out how much you should invest, up to the 10%, while still meeting your needed rate of return of 30%. What the rate of return calculation considers is how much the investment will pay back directly to you the government in the future, and what annual rate of return this is equivalent to. (Right now the rate of return doesn't consider what the people might get out of an investment, only what the govt gets back in the way of increased taxes.) Now 30% is a pretty high rate of return, so your selecting this means that you really only want to invest in farming in areas where you will get pretty rapid payback. So in most places the 10% of local taxes investment that you have called for won't actually be spent. Now if this square has really lush farmland it may be that you will spend the 10% (= 10C) on building up farms. If it isn't a really good deal, nothing will be spent, and you will get the money sent to the treasury instead. If you had wanted to invest more broadly you might pick a rate of return of 5-10% as required.
So why do I think this is so cool? You can switch on or off investments over your whole civilization with just a few orders. By adjusting the rate of return you can either invest any where it will do the least bit of good (1% rate of return), or invest in places it's fairly advantageous to do so (10% or so) or only cherry-pick the very best places to invest (30%-100%). You can also override or augment the civ-wide settings at either the provincial, or individual map square level. It just depends on how interested you are in tweaking the economy! If what you really want is money, just set all the local tax percentages to 0, then you will just get your taxes sent directly to the civ treasury.
When switching from peacetime to wartime I envision we would give the player an order they can give to basically kill all investment orders. Then, in the same way that you put 10% of tax assets into building farms, you could put 80% of income toward building, and/or mobilizing military units. The only problem here is that I don't yet have a clever way to gauge rate of return for military units or several other things. But I figured we should first see if people like the way the system works for things like farming and gold mining, and if it's a winner I'm sure we can come up with some way to do it.
So at least for now you'll get a couple numbers you can set for each area of investment, that will give you widely different responses over the whole civ. The numbers don't bother me personally, and if the idea works in general I think we can come up with words for orders you give to your adviser that are basically code for several different levels. In that way the people that don't want numbers in their game wouldn't have to have them.
What you think?
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