| In
"Clash of Civilizations" you won't have to rule a bunch of morons that
require your frequent intervention just to avoid them doing bonehead things!
The people will be able to fend for themselves pretty well, thank you.
And there will be merchants with a profit motive that'll incidentally bring
to each area the specialty goods like steel, or wine that the economy really
needs to take off! (Merchants aren't yet implemented, but the specialty
good Gold is included here as a sample of what's to come.) So, in
a Clash economy you, the player, won't have to micromanage to get what
you want. Our goal is to allow you to change the economy from peacetime
to war footing in something like 10 mouse clicks. If you Are inclined
to fine-tune things, however, you can get down to a frighteningly precise
level of detail. To learn how we are going to do all this, check out the
Clash
Web Site and follow
the link to "Economy" to get an overview. The days of the morons are numbered!
In its current
state, the Econ model for D5 isn't that much of a sub-game yet. But
an awful lot of the underlying work for the final model has been done,
and hopefully you, the player, will be able to see the foundation that
will allow us to have a low-micromanagement high-fun civ game. What
the economy can do so far, is build military units, and the economic infrastructure
itself. By checking out the Econ model you can see some of the basic
ways that economic growth will happen in Clash, and be able to give some
insight as to the type of final economic interface that will be most valuable
for the player to have. I have to say upfront that the present interface
is in no way intended to be something that goes into the game! What
it does allow you to do is mess around with the Econ system and put it
through its paces.
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| Once
you have the demo going (choose carthago scenario to best see what the
econ model can do), select a city square (the 'village' tile with two houses).
The detail frame should say there's about 100k of your people there.
Hit the button on the toolbar that says "Civ Econ Orders". This will
pop up two frames that constitute your economic control panel for demo
five. One is the Econ Orders frame for the civ, and the other gives Econ
Info on the sectors (like farming) of the economy. Before I get a lot of
comments on it, Yes, I Know they are ugly, and require entry of numbers
by hand which is not state-of-the-art... Please deal with that for now
since they'll get better in subsequent demos partly reflecting player suggestions.
The Econ
Orders frame
Across the
top of the Econ Orders frame you'll see for your civ: the current tax rate
(adjustable); income from taxes, money used by spending on government orders,
and net income. For now, there is a limit to the tax rate you can
set -- it needs to be below 11%. That's because your economy is near
subsistence, and taxing at any higher rate would result in starvation of
your people. (Even that option will be available to players eventually,
but for now the economy handling is being kept simple.) The total
treasury is shown in the Econ Info frame at the upper right. For
now there is no limit on spending money, so your treasury can go far into
the negative values without any consequences for the player.

The rest of
the Econ Orders frame shows various infrastructure classes (including building
of military units, which are handled as infrastructure in Clash) and specifies
any building orders related to each class. The Clash system for handling
building stuff has two main parameters: one for how much to spend (% spend
-- this is the only type of control you have in most 4x games) and one
that characterizes the threshold beyond which you would like to stop spending
on the category (ROI Min). 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 (% spend), and what you define as a good opportunity
(ROI Min). These two factors are the two columns that you can enter
numbers into for each type of infrastructure in the Demo 5 Econ interface.
Future interfaces will not require entry of numbers for those players not
interested in fine control of the economy.

Let's say you
want to push production (=prod = manufactured goods), but only in areas
where it will pay off at least within ten turns or so. You should
look down to the "prod kapital" row for an example. The reason the
name of the infrastructure class has kapital in it, is that the infrastructure
class covers capital investments in the production sector, like workshops
or factories. For the "prod" sector, orders at start-up are set to
use 10% of local taxes as the investment amount with a rate of return needed
to invest of 10%. 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% (=10C), while still meeting your needed rate
of return of 10%. 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.)
This approach
allows you to switch on or off investments over your whole civilization
with just a few orders. By adjusting the rate of return you can either
invest anywhere 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 (say 30%+). 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.
Getting back
to the Econ Orders frame, there are two columns to the right that allow
you to monitor how much each order is costing you. The one that says
"Type Cost" shows how much orders of this type, FE prod kapital, cost over
the entire civilization. The second one "This Cost" gives the cost
of just the particular order you entered. The distinction is that
you can have orders for increasing production capacity both at the civ
level, and at lower levels like regions of your civ (not implemented yet),
provinces, or map squares. So you need a way to distinguish what
the order at the civ level is costing, versus what orders at different
other levels may be costing.
Now you've
got enough information to actually see something happening. If you
look at the cost for your prod kapital order, they'll probably be something
like 50 for the "Type Cost" of the order, and 25 for this particular order.
What this means is that there are investments with in your civilization
that meet your 10% ROI requirement, and exploiting them will cost your
treasury that much. At this point you should push the end turn button
several times, pausing to see how these numbers update as each turn is
run. You'll notice that although there were opportunities for
investment that met your criteria on the first turn, after a turn or more
the spending in the production investment order category will decrease
toward zero. What's happening, is that the system is doing exactly
what it's supposed to, and ignoring your investment order when no good
opportunities exist. And the reason no good opportunities exist,
is that you have diminishing returns in the production sector for several
reasons: natural resources going into the production sector haven't increased
greatly, and production of more manufactured goods relative to everything
else has led their prices to decline, etc. However, if for any of
several reasons good opportunities should again appear in the production
sector, your order is there ready to kick in. Opportunities could
improve above 10% ROI due to any of several reasons including: adding new
underdeveloped areas to your civ, merchants making available cheap new
sources of natural resource inputs to production, or if production technology
should improve (it doesn't in demo 5).
You can also
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!
Eventually
you can enter the cost for a given order (how much money you want to spend)
and the system will set an appropriate % spending and ROI to spend that
much while doing it in the most effective fashion. Eventually you
will also be able to set tax rates for individual orders. In this
way you can penalize or subsidize various economic activities of your people
in ways used in modern mixed economies. To see more discussion of
how these features will work in the final game you can check out the Economic
Model II
thread
The Econ
Info Frame that comes up at the same time as the Orders frame shows
information on your overall economic status, and the productivity, growth,
etc. of the sectors of the economy like farming or resource extraction.
For a detailed
record of what is going on in the economy for the selected square, you
can read the economy.txt file. The file is overwritten each time
the program is run.

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