| 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 "Economy", and select "Civ Econ
Orders". This will pop up two frames that constitute your economic
control panel for the demo. 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.
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.
Note: You
Must hit return after entering a new number for an order.
Failing to do so will mean having your orders ignored.
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.
ROI currently
works for kapital investments, like "farm kapital", and Military
Unit builds. The Military unit ROI stuff is still a bit twitchy.
It works for now based upon how much of your civ's taxes are needed for
Army Supplies. A large precentage of Army Supplies means ROI needs
to be set high (30-50+) for the unit to be built. A low A.S. means
ROI of 10 or below will still build the unit. You can see
in the "This cost" column wheterh your order is having an effect or not.
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 this demo).
Note: The
"Type Cost" and "This Cost" values for orders are merely estimates.
For small purchases as a % of taxes, they tend to be very accurate.
But if either the total of all local purchases is near the total taxation
level, or individual orders are a substantial fraction of the total taxes,
then the estimates can be very far off.
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! For now orders at All levels (whole econ, province,
or square) apply in an additive fashion. Orders at the civ level happen
in every square you control. Provincial and square orders happen in their
respective domains. A 30% (% spend) civ-level order and a 20% square-level
order result in a total 50% in that square, 30% elsewhere. For now each
'city' square is both a province and a square, so there is no difference
between a provincial order and a square one. Although if you do them both
you'll get double the effect. In the future we may have certain orders
override others at higher or lower level. Let us know what kind of
control you want!
Note: Its possible
to, for instance, to issue civ orders, and then look at the square-level
orders and think your orders have disappeared. Each set of orders is for
now completley distinct. The only reflection of civ-level orders you see
in the square econ orders box is that there is a cost in the 'Type Cost'
column showing an order from a different level is working here. And just
to be explicit, each set of square orders are distinct.
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
Econ Information
Frame
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.

The player can now arbitrarily
set the economy to either pure Traditional or Market.
In a pure Market economy new workers
go where they will be paid most, and new capital investments are made where
they give the most return. (Return is as in return-on-investment,
ROI)
Traditional, as in traditional
society, means that everyone does what their parents did. When new
workers or capital investments are made in a Traditional economy they are
made proportional to existing distribution among the sectors. This
tends to result in slower growth and more imbalanced prices than a Market
economy. Government orders and investments are much more important
for growth in a Traditional economy.
For now the setting in the Econ
Orders menu of the "Economy Type" is done at player whim. It Will
Not be that way in the future. This is just a quickie demo for
now. In the future the player will be able to influence the evolution
of the economy type, and it will also have tie-ins with the rate of technology
change, and possibly social stability. (The notion on social stability
being that Traditional- oriented societies are more stable because of respect
for position etc.)
Also in the future economies will
not be Purely Market or Traditional but usually somewhere in the continuum
between these extreme types.
Merchants and New Special Goods
for D6
Merchants are created, one per
city, and they automatically search for the best inter-city two-commodity
trade they can arrange. The search is intra-civ only, and is based
purely on economic value, since the merchants *teleport* their goods for
now, without need of transport capability. Harry Potter eat your
hear out ;-) Output on merchant activity on one civ (the one matching
the selected square when the turn ends, if any) is sent to Events.
For now Merchants keep half the economic surplus they create as profit,
and return the other half to the markets in which they trade.
To support Merchant activity there
are now four special goods: Gold, Tin, Cloth, and
Salt. In the Delenda Scenario one city on each side starts with Gold,
one with Tin and one with Salt. The basic good that Gold converts
to is Services. Similarly Tin becomes Resources; Cloth, Mfg. Goods;
and Salt, Food. To find more details on how specials work, go the
Special
Commodities tag on the Economy Page.
Other Issues and Answers to Questions
Q: For some reason, the farming
sector insisted on shrinking despite the fact that I was pumping cash into
it?
A: There is a simulation of a
real working market economy under the hood! What is happening to
you is the same thing that happens to real governments when they invest
in things the people don't want. Specifically there is a bit more
food in the economy at the start than what the people really want (they
would prefer Services or Production more). So food prices are low,
and wages in the farm sector fall. Workers look to other sectors
of the economy so they can make more money. Also the people's own
money is Not invested in farm kapital, since they would rather invest it
in other sectors for the stuff they want. Kapital (in this case farm
tools) also decay in usefulness. Adding all this together, it is
quite possible for the govt to invest in farm kapital, and still have farm
output fall due to fewer workers in the sector etc. If you check
the economy.txt file I'm sure you'll find this is what is happening.
However, adding the resources to the food sector will cause it to lose
production more slowly than it would without the government intervention.
If you instead pump money into
"prod kapital" or gold mining you will see a positive response to your
efforts, at least for a bit. But once again eventually the people
will be satisfied with the level of say gold, and want other things.
I have added a Price column to
the economic info frame so you can see what your people value (Price >
1) and what they don't.
Q: Does lowering the tax
rate do anything good for the civilization? Is there any economic
advantage to soaking your people less?
A: Yes, they have more money to
invest in the things they want, building a stronger economy. But
you aren't seeing the full effect yet, since they only invest 5% of non-food
surplus in kapital for right now.
Note: The education category has
no effect in this demo. It will be used when we impement Technology.
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