| The
Clash
of Civilizations Economic Model
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| Model
Description
You can't have a civilization without an economy! And Clash will provide an extremely detailed and realistic one. The powerful AI will handle all the details or it can be micromanaged to the nth degree. Your choice! |
Economic Model Team
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Overview A Few More Specifics Glossary How much is produced? Provinces and the Provincial Economy Special Commodities Development Infrastructure Interface Production Function Miscellaneous (Migration, Fishermen, Economics of Military Reserves, Terrain, Merchants) Conclusion 12/17/00 Revision
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The economic progress of civilizations is a critical aspect in Clash. It is perhaps the most important factor in the modern era. The most important things I'm trying to implement in Clash are: Reduce Micro-Management by the Player - Allow the player to handle the economy in the game with as few actions as possible. Implementing an economic strategy should Never require the player's attention at the level of a single map square. Most Civilization-type games also require too much attention at the city or provincial level. This typically involves the player commissioning the construction of a variety of "buildings" that affect the economy in various ways. Clash won't have explicit buildings, except in the graphics. Infrastructure for the economy will be handled in a continuous fashion in a way that is relatively hands-off for the player. Various levels of micro-management of the economy should be Available to the player If He or She Desires Them. Get the correct flavor of growth rate and innovation effects of economies operating under the influences of Market, Traditional, and Command forces (either Government Command like communist/totalitarian, or regulation) Have a distinction between public and private sector; the government can influence private sector economic behavior but does not control it (having the public sector control itself will also reduce micro-management) Use relatively realistic consumption patterns and growth rates for ancient and modern economies Simulate the effects of rare or important goods and products - e.g. that of coal in the industrial revolution (special goods give the player new possibilities for cooperation and competition with other civs: enabling important trade pacts, struggles for trade dominance, and embargos in Clash) Capture the importance of trade in stimulating economic growth. Clash will use quasi-market treatment of pricing. This supports relatively realistic functioning of merchant activities. Merchants will be agents that "make a living" buying commodities where they are priced cheaply and selling them or they are worth more. Merchants will be intelligent agents, and not under player control. Players can influence merchant activity thru taxation of trade. The infrastructure system in Clash will be one of the most important ways that the player can guide their civilization. It will allow the player to emphasize, above other priorities, religion, education, or a number of other things. I think all this can be handled on a civilization-wide basis, avoiding the need, as in civ2, of every city/province explicitly having its own library, marketplace, temple, etc. The Player will, if desired, also be able to "drill down" and fine-tune infrastructure on a per-province basis. Contributors: Mark Everson, Hrafnkell Oskarsson, Dominique, Glak, Xiane, Druid2 Glossary Top CC (or C) -- Clash Cash, Monetary unit in Clash PCI -- Per-Capita Income (Income per person) Special(s) -- Specials are scarce "strategic" resources that are found locally (tin, oil), or specialty finished goods that can best be produced where the primary resources are, like wine
Before getting into the detailed treatment some particulars about the simple economic model used in the game need to be covered. 1) Five sectors of the economy are handled explicitly in Clash:
Resources (natural materials that are production inputs) Production (finished goods created from input Resources) Service Sector (Service Sector covers usual services and transportation) Special (Specials are scarce "strategic" resources that are found locally, or specialty finished goods that can best be produced where the primary resources are, like wine) The people of your civ will automatically do reasonably smart things with our production approach. They will, without your guidance, take advantage of all the natural resources available to them. This approach smoothly uses any new technologies available when you make investments to improve production facilities. You don't have to build "advanced farms", your farming sector just becomes better gradually as you build more farms or replace existing farms. You can simply alter the rate of existing farm investment to change the rate of adoption of the new technology. And there aren't arbitrary breakpoints on how many people can use existing facilities. If you put more people to work in your factories, output will always increase. However, output increases with diminishing returns. With all these changes, we eliminate a lot of micromanagement that is required in other games. 3) The main economic action takes place in provinces, which consist of groups of map squares. [We may change this to the individual map square level if practical.] A capital (usually city) square is the economic and administrative center of the province. All the production that takes place in the province is pooled in the provincial capital to simplify the economic system in the game. The size of a province is somewhat fluid, and depends on the technology level, and the distance of squares from the capital. The capital in a province is where military units are recruited, prices for goods are determined, and merchant transactions take place. 4) I am assuming for the moment
that productive capacities (and so real per-capita income, PCI) change
by about a factor of 50 throughout the game. PCI starts out at 5
units (using $100 per unit gives a $500 modern equivalent) which is basically
subsistence. The progress throughout history breaks down so that
the levels of real per-capita income associated with different historical
time periods in the developed world (of the time) are about:
Giving a rough PCI of $25,000 for developed countries now. Over the last 200+ years, there has been crudely a doubling in PCI every 50 years or so in leading-edge economies. The people's relative desires for food, produced goods, and services will be governed by a simple utility function. For low levels of PCI the people want mainly food for subsistence. As PCI grows they will demand more goods (production) and some services. As PCI levels approach modern values services will out-strip production as the most-desired sector. The people per se have no demand for resources, but they are needed to produce the goods that they do want. Special resources, up to a point, have
a higher value than normal resources as production inputs. The value
of Special resources and the amount that can be used (if any) depends upon
the technology being used in production. Each milieu has several
different sorts of Special associated with it. Some specials, like
gold, silver, and gemstones produce output directly in units of currency.
How much is produced? - with a focus on individual map squares Top Although the province is the most important economic unit in Clash, a lot happens in individual map squares, which I will focus on first. A map square in Clash is pretty large, about 60 miles (100 kilometers) on a side. So even at relatively primitive levels of technology it can support a population of order tens of thousands of people. In order to simplify the game graphically we'll treat 1,000 people as the base unit of population and call it a "head". Each map square is endowed with a number of sites that economic activity can take place on. For instance, farming takes place on food sites. Exactly how much food is produced on those 10 sites depends on the people farming, the capital invested in the farms, and the technology level of the investments. The exact amount is given by the "production function", which is discussed in detail in its own section below. But the player doesn't need to understand the mechanics, since the results should be intuitive. Those wanting more information can go to the section on the Production Function. As mentioned above, sites come in three types, food (F), production (P), and special (Sp). Food, production and special commodity sites are generally limited. There is no limit on the number of normal services sites in a square. At the beginning of the game, a square that has good farmland, a relatively small abundance of resources for production, and no special commodities that can be produced might have sites like 8F, 2R, 0Sp. This means there is enough arable land for 8,000 people to farm effectively (more are possible, but don't produce as much food per person), enough natural resources to keep 2,000 people busy, no special commodities available to produce, and (as always) an unlimited number of production and services sites. The reason for the unlimited number of production sites is that, with some historical exceptions, production can take place anywhere that has the necessary infrastructure. The origin of the unlimited number of services sites is that these occupations (doctors, housekeepers, clerical workers, etc.) don't require inputs of land or natural resources in the same way that farmers do. At the subsistence level each head on a site produces about five units of output. One head on a farm site will produce five units of food. The main reason I picked five as the base level of production is that if you multiply it by $100 (or 100 Euros or 10,000 yen) can get a feeling for the per capita income of your people in modern currency. Production sites produce a net of five units since they take in 5 units of resources and make 10 units of finished goods from the input. As new technologies or techniques become available, either the people or the government can invest in improving the productivity of each site. For instance if farmland is irrigable an investment can be made to irrigate it, improving its productivity to 6 (with one farmer per site), or even higher depending upon the climate. With all the technology and investment the modern economy has its disposal, a single developed farm site might be able to yield 500 units (Don't quote me on the exact number, but this is the right order of magnitude). To illustrate how things work let's look at the square mentioned above that has 8 farm sites, and 2 resource sites. At subsistence level each head requires 4 units of food. So if all 8 farm sites are worked, the maximum population sustainable is 10 (8 sites x 5 per site / 4 per head). The peoples' relative needs and wants in terms of food, production, and services is described by a utility function. Let's not go into that here; suffice it to say that what the people might want beyond the subsistence amount of food might be 1/2 unit of production, and 1/2 unit of services each. The production might be used to create housing among other things, and the services might be those of village elders, priests, etc. At this point the population is self sustaining since there is enough food for 10 heads, and there are 8 farmers, 1 on resources / production (technically there would be 1/2 head each on resources and production), and 1 on services. Now let's suppose that an irrigation technique is discovered that allows the productivity of this square's farmland to be increased to 6 per site after the appropriate investments are made. If the people and/or the government decides to make these investments the 8 farm sites could yield 48 (8 sites x 6 per site) units of food. This means it would be possible to support 12 heads on the land at subsistence amounts of food. So one solution might be to keep food at subsistence, and increase workers on resources, production and services. Alternatively, the peoples' utility function might indicate that they would rather have somewhat more than 4 units of food per head and less production and services and try to maintain an equilibrium population of 11 heads. (The alternative with more food per head would also give a healthier population due to better nutrition.) The choice between the two alternatives is fairly complicated, but it will not be the player's decision. (Unless the player has dictatorial powers to order the people on what exactly to do!) The outcome will generally depend on the desires of the people. The player can also influence this decision through, for instance, tax policy. I will discuss taxes later in the context of the provincial economy. Improvements in the productive capacity of sites will be done on a square-by-square basis. The reason I want to keep track of production capacity, for instance, on a square-by-square basis is for military purposes. The presence of enemy troops on a province's soil gives them a way to hurt the province's economy through extensive pillaging of developed sites. This will also be the case for things like roads and fortifications. All other kinds of physical and institutional infrastructure will be handled at the provincial level or higher. [We are considering doing this at the square level and will decide what we like best from playtesting.] Physical infrastructure consists of things like healthcare infrastructure (including aqueducts and sewer systems...), transportation infrastructure, housing, and defense/military infrastructure. Institutional infrastructure covers educational and religious institutions, as well as banking systems etc. Provinces and the Provincial Economy Top Provinces in Clash will consist of a group of map squares and one or more cities. One aim I have for Clash is to limit the number of sub-divisions of the civilization that the players must deal with. The goal is to have the player deal with 10 or less economic sub-divisions (although whether we can meet this goal remains to be seen). Additionally, the interface should allow one to change the characteristics of a number of sub-divisions at once, even when the player is in micro-management mode. Provinces group a large number of squares, usually 20 or more, into a single economic unit. Production from all the squares in a province is pooled, and the economic development of the province is handled in a uniform fashion. Note that to be historically accurate, the size of economic units in the game should be of order one or a few squares for times prior to the modern era. My view is that this piece of historical accuracy carries too large a price in terms of the playability, so I'm inclined to try the size above and see how it works. Cities are the administrative and trade
centers of provinces. Because of these important functions, the population
density in cities will tend to be much larger than that in the surrounding
countryside. Cities present both opportunities and problems of their
own, due primarily to their increased population density. Squares
designated by the player (or the people themselves, TBD) as cities grow
faster (~50%) in population and development than the countryside, and the
administrative center of the province (capital) grows 2x as fast.
This factor represents some migration within the province. However
city growth will slow, or even stop when the city/urban squares have insufficient
water / health infrastructure to support their population. For now,
I will focus on how of the province as a whole functions, omitting those
features which are specific to cities. Also, the handle city is used
loosely here. It means a place that is an administrative center,
or has significantly larger population density than average, or a key trading
location. In the modern era there will really be cities all over
the place, but only those that are especially large will be treated as
cities for game purposes.
Provinces are the primary economic
unit in Clash. The main criterion for whether a square can be part of province
or not, is the ease of transportation from that square to the central city
of the province. Right now I'm working with the notion that any square
that is less than one movement point from the capital city (or could be
with road construction) qualifies for membership in the province. Using
a flat-terrain movement rate with roads of approximately 1/4 movement point,
a province could be as many as 40+ squares once the appropriate roads have
been put in. If the provincial capital were on a navigable river,
or sea, this number could be even larger. In addition, a limited
number of " inconvenient" squares can be added to province, just to make
the game play smoother. By inconvenient squares, I mean ones that
are just outside the provincial boundaries and don't fit naturally into
another province either. As technology progresses opportunities will
exist for making provinces larger than at the start of the game.
In contemporary times I think a province could be very large. For
instance the entire continental United States might be spanned by as few
as six provinces. The player will be the judge of whether he or she
wants to increase the province size as the game progresses. Squares
with better transportation connections (roads, canals, etc) to the administrative
city of the province will get small bonuses to their economic productivity
in all the sectors. The quality of roads affects the bonus.
The center gets the bonus for the type of roads it has. The bonuses
I have in mind is to average the road quality to the adminstrative city
using the following values ( track, +1%; dirt road, +3%; paved road, +5%;
modern highway or RR, +10%). [Note that it would be better to use
the effective movement rate between a square and the admin. center to figure
the bonus. This would give larger bonuses to closer-in, which is
realistic. However since we do not want to encourage players to have
large numbers of small provinces I don't want to use the more realistic
method.]
For most purposes, provinces function as a kind of "super" map square with a huge number of economic sites. The squares in the province will make food, resources, production, services, and specials independently, but all the produced quantities will be pooled together to become the provincial output [may not be the case if we handle econ at a square level]. Any specials that can be used locally have their effects on the economy immediately (see below). Any surplus specials are available for trading. Once this gross production takes place taxes are levied by the government. The government takes a percentage, the tax rate, of the generated food, resources, production, and services. Any surplus of each of these commodities that the government does not spend locally can be converted into money for the treasury. If the government does use the commodities locally, they can be given directly back to the people (but perhaps redistributed, as in a socialist system), or used by the government to develop sites or build infrastructure. Specials are taxed later, using a different system. After taxes are collected the people know what they have left, and what they would prefer to have, from the utility function. At this point merchants and government agents propose trades to the people. Production sites also bid for resources at this stage. For instance, if the province produces extra tin (an important input to an ancient economy, since it is needed to make bronze) merchants serving areas without the important metal will try to obtain it here where it's available, and bring it to where it is in demand. Most often the merchant would offer some other special, for example wine, in trade. With good transportation, trade in bulk commodities like resources, food and goods also is feasible. Once all the trades are proposed by all the merchants and agents present, the people consummate whichever deals they like, starting with the best first. Trades that happen are taxed by the government. There can be different tax rates for internal vs. external trade, etc. The government can also, if it has sufficient power, declare various commodities to be state monopolies. At the end of this activity the people and government build whatever infrastructure etc. they would like, the people consume the remainder, and the economic happiness for the people is determined. The economic happiness is essentially the ratio of what they were left with to the value of what they originally produced modified for merchant transactions and government givebacks. When the government gives back to the people, they only count the contribution at 80% of its face value, because what the government gives them is usually not exactly what they want. This connection will help to reproduce the slower growth rates in socialist economies. To simplify the economic system I propose
that the price of services should always be set at 1 currency unit. (contest:
who can think of a good name for the currency unit in Clash?) For now I
will simply refer to the currency unit as the CC for Clash Cash or simply
C to save typing. Among the three sectors in Clash's simple economy,
services are the one that is least tied to the land. Also, some services,
like artworks are much easier to transport per unit value than goods in
the other sectors. I could raise several other arguments, but I would
rather hear what people have to say about this. If I don't use services
as the unit of exchange, I'm not sure how to set the unit of exchange for
a simple model economy like exists in Clash. Opinions and suggestions
welcome.
Special Commodities Top Before moving onto the provincial economy, I need to mention how special commodities work. Specials are scarce "strategic" resources that are found locally (tin, iron, coal), or specialty finished goods that can best be produced where the primary resources are (ceramics, wine, cloth). I think that the way I've come up with for handling specials will introduce important real-world effects of "strategic" resources into Clash, without the awesome amounts of micro-management needed to achieve these effects in games like Colonization. Adding a special commodity to an economy that is without it will make it significantly more productive. This productivity increase applies until a point of diminishing returns is reached. The point of diminishing returns usually depends on the size of the provincial economy. The fact that specials will usually be produced in amounts that are much greater than the local economy can use provides a stimulus for merchant activity. When it is worth their while, merchants will deliver specials to places were they are desired. I'll discuss this further in the section on province economy. A square that has a special commodity associated with it will have a number of sites for it. If the local economy can use the special workers will generally go to work the special site before going to others because of the value of its products. If an excess of the special is produced, it gets recycled back into the fundamental commodity type it represents. So for instance if excess wine were produced, it would just count as services (= entertainment), since this is the production type wine turns into. ( This game mechanism will cover the real-world case that the people would only produce as much of the special as they could either use themselves, or sell to others. The technology level for the special's extraction depends on the particular special. As mentioned above, special commodities are things that are important economic inputs. Without these the economy will perform under its potential, and grow slowly. With a good supply of the critical strategic commodities of a given technological level, the provincial economy will perform significantly better than expected for that age. All specials increase the production of one sector of the economy. For instance, iron and coal enhance the production sector when the technology to use them properly is available. Other examples include the spice or salt specials, which augment the food portion of the economy, and wine that enhances the service sector. The number of units of a special that can be used in a province's economy is 5% of that sector's production. (This number will probably vary by special, this is just for purposes of example) So if the production sector output for a province is 100, up to five units of the special iron could be used. Each special has a multiplier associated with it to convert it into output units. For instance, iron might have a multiplier of 4. If our province with production output of 100 can get its hands on 5 units of iron, the production output bonus would be 20 (5 units x 4 per unit). So the final production output with the iron would be 120 units. The final thing that specifies a special is how hard it is to transport. The merchants trying to make money by delivering specials will know this number, the player won't be directly involved. The function of specials in Clash will require some fine-tuning, but I think the mechanism I've outlined here will introduce some fun game-play in terms of trade between civs that requires little effort to manage on the player's part. Specials Table
Development Top Development takes place in one
of two ways. Either the people do it, or the government does. If
either party wants to invest in a particular sector, for instance food,
they can do so provided that at least some sites are not "maxed-out" with
respect to the current technology. If improvement is allowed, whoever
wants to do it must pay an upgrade price to improve the site. For
instance, consider a food site that is producing at the subsistence level
of 5. Suppose the land in that square is in principle irrigable to
a food production level of 7. The cost to irrigate one site one step
might be 4P/16S meaning that 4 points of production (tools) and 16 points
of services (labor) are needed for the job. Once the resources are
committed the upgrade, in this case to 6 food, happens. For this
particular site the upgrading process could be done again to get up to
a production level of 7. During the industrial revolution some advances
might allow the productivity of production sites to go from 20 up to 40.
The improvements would be done in steps similar to the irrigation example
above. So going from productivity 20 to 21 might require 10P/10S,
as would all subsequent upgrades until getting to 40.
The cultural profile of the people
includes how investment-oriented they are. Among their desires is
that to invest to improve their, and their children's lives. The
people will invest in a variety of things, enhancing sites as above, some
infrastructure like housing and roads, and at higher levels of PCI things
like education and health-care. Depending on the cultural profile
a certain portion of their consumption is reserved for these investments.
Let's take as an example the square being irrigated in the example above.
Suppose that the people in the province would most like to increase the
food supply, and that the square in question is the only one that is irrigable.
At this near-subsistence level the people's capacity to invest might be
1% of their net income. Further, let's assume their net income's
value is 400C. This amount of net income might come from 100 heads.
So the people might save 4C per turn to purchase the improvement.
Once they have saved the upgrade price of 4P (Say 4C, although it might
be different) + 16S (16C) = 20C they will have bought the improvement.
Finally, I'm sure the military
types are asking "But how do I build an armored division?" Well,
I think an armored division, as well as many other goodies, will simply
have a cost in terms of the three sector outputs, just like irrigating
a farm site did. For all the hardware in a modern armored division
you'd probably need something like 2 million production points. I
don't know off-hand what the hardware requirements for a Roman Legion are,
but they might be something like 50P and 10S. I Really don't want to get
into a production system where you need x units of iron and y units of
leather to "build" a legion. My experience with systems of that type
is that they become an "accounting game" fairly quickly. We'll
probably have some spirited discussions on this topic ;-)
Infrastructure in the Clash Economic System Top Note: This writeup just contains the outlines of how infrastructure works in Clash. There is a more detailed proposal by Axi that we haven't finished discussing, but that goes beyond what is written here. If you are interested, consult the more detailed infrastructure proposal. The infrastructure system in Clash will be one of the most important ways that the player can guide their civilization. It will allow the player to emphasize, above other priorities, religion, education, or a number of other things. I think all this can be handled generally on a civilization-wide basis, avoiding the need, as in civ2, of every city/province explicitly having its own library, marketplace, temple, etc. The Player will, if desired, also be able to "drill down" and fine-tune infrastructure on a per-province basis. Making changes in the infrastructure priorities of the civilization should in fact be so easy that our main problem may be keeping the player actively engaged in this aspect of the game. This will probably require some sort of feedback to the player about how their particular infrastructure strategy is playing out fairly often. Depending upon their culture, the people in the civ will desire a variety of goods and services. Among them are housing, entertainment, healthcare, religious institutions, education, and other things. So it will be possible to have a culture that invests more in education that usual, at the expense of, for instance, buying consumer goods. The player can also influence the people's desires through either subsidizing or taxing some of the people's spending on infrastructure. In addition, the government, if it has enough power, can simply mandate the amount of spending in a given area. The people will then receive the government-mandated level of services regardless of what their desire for them is. However, if done in more than a few selected areas, this is generally a lousy way to run an economy IMO. In the same way that the people or the government can invest in production capacity for the various economic sectors (food, resources, produced goods, and services), they can also invest in infrastructure of different types. The investments can be either in physical infrastructure, or institutional infrastructure. Physical infrastructure consists of things like transportation infrastructure, housing, healthcare facilities, and defense/military infrastructure. Institutional infrastructure covers educational and religious institutions, as well as banking systems etc. A list of the infrastructure categories that I've got so far are in the table below. How the game model for infrastructure works Top Each infrastructure class is handled at the provincial level for bookkeeping purposes. However, typically the player will only have to deal with infrastructure on a civ-wide level. Each infrastructure class is modeled crudely like a storage container. A resource is put into the container, and the benefits therein can be drawn upon either immediately or at a later date. The amount of resource in the container also suffers shrinkage for a variety of reasons. In other words, some amount of constant investment is needed to keep the infrastructure at the same level. For instance, using education as an example, services (of teachers, and time spent by students) are invested to give an education level. This education level will provide a variety of economic and other benefits to the civ. However, without future investment this education level will slowly shrink as those educated previously grow older and die, or as what they've learned becomes outdated. So, in the ancient world where average life expectancy might be 40 years, giving a useful life of education investment of about 30 years, the shrinkage rate for education would be about 3%. I call education a persistent investment, because the use of its benefits to society does not reduce the education level. The only way the education level is reduced is by shrinkage. Not all infrastructure classes are persistent. The opposite type I call consumed. An example of a consumed type is the "social safety net" class. This represents charity, like food for the hungry, services for the destitute, etc. The food aspects would be similar to the function of a granary. When the stored food is used, that much of the level is used up. These social safety net functions can be fulfilled by the people themselves, governments, or religious institutions, or some mixture of these. So, to sum up, each infrastructure class has an input, a shrinkage rate, and an output that is either persistent or consumed. Changes in technology can have effects on this system into different ways. Better technology can leverage the value of the input, or change the shrinkage rate. So, for instance, if a civ discovers the alphabet, the services put into the education area would get a bonus, perhaps a 50% bonus. The "social safety net" shrinkage rate might change due to the discovery of canning, which would make stored food much less susceptible to spoilage. As healthcare improves, and expected life span rises, the decay rate for education would also, as a consequence, fall. If we assume that the government isn't intervening in the investment decisions of the people for now, how do the people know what kind of infrastructure they should buy to make them happiest? The table below summarizes the information I've given so far for the infrastructure classes that I have at the moment (suggestions welcome). Things aren't completely worked out here, but at least this can serve as a basis for discussion. The second column shows roughly on average how the people spend money not allocated for food. So, other things being equal, they would spend 10% of the non-food amount on durable goods. I've adapted these figures from the research paper, "Fundamental Similarities in Consumer Behavior" by K. Clements and D. Chen, Applied Economics 28(6) 1996 p747. The figures here are obviously somewhat skewed toward representing modern economies. If we go with this basic system we will also need to figure out the numbers that might apply for an ancient or medieval economy. Again, the "average non-food % used is Only an average over all cultures and all times. For a given civ these values will be modified by the technological regieme and also by the culture. The input column shows how much of which of the basic commodities is necessary to purchase a single unit of the infrastructure class. So, for durable goods, each unit costs one production point. For religious infrastructure the unit cost is two-thirds services and one-third production point. When you purchase a unit of the infrastructure class its level would increase by one. When the prices in the province are known you can figure a purchase price for each of the infrastructure types. The column that says "example price" uses one illustrative example from a province that has low availability of finished goods. The remainder of the columns just summarizes information about typical shrinkage rates etc. as discussed above. Don't worry, the player will never have to deal directly with these numbers.
RU - reduces unhappiness___IP - increases
productivity___AG - Makes adv. govts poss.
We need Communications, Ports, Air infrastructure, and a modern Research infrastructure class too... Please point out any other big areas I've missed. To figure out what infrastructure people buy, the model starts with their after-tax income. If you don't care about the mathematical details just skim this part. Suppose the people in this province have after-tax amounts of food = 100, produced goods = 20, and services = 60. This kind of availability of the commodities might result in the prices used in the example. After they've eaten the food, the people have produced goods = 20, and services = 60 to spend on the things they want. Note that because we're handling the desires of all the people together this could simulate either a barter economy or a market economy. At the prices given in the example of s=1C and p=2C the total value after-food is 100C (=20x2C +60x1C) If the government doesn't intervene in the pricing, the people will simply pay the percentage of that 100C left that's shown in the second column for each type. For instance they would spend 15% x 100C = 15C on housing. At the price of 1.5 per unit this would buy 10 units of housing. This extremely simple simulated economy takes into account the fact that the people will change the number of units they want of each type depending upon its price. In this area where housing is expensive to produce, the people will spend more for instance on entertainment (recreation) and less on housing than they might someplace else. The infrastructure needs of the people don't have to be just proportional to the number of people. For instance in the health care / water infrastructure case, the cost should go as the population density. So a city with 100k people will require a much larger amount of infrastructure than the same number of people spread out among 20 squares. There will have to be some non-linearity in some of the infra classes, such that higher population densities require much more of the given item. It may also be that some kinds of infrastructure should be much cheaper as the population density increases, thought I don't have any good examples yet. Suggestions? Because the people alter their buying
habits depending on the price of an item, there is an easy way for the
government to influence the balance between say, education and recreation
spending. If the government wants to put more of an emphasis on education,
it can subsidize the peoples' purchases of education. This of course
will cost the government money, so it's not a "no-brainer". One thing
the government could do is to subsidize education while taxing (making
more expensive) recreational spending by the people. The tax revenues from
recreation could then be used to help pay for the subsidy on education.
If the central authority of the government is high enough, and the people
are sufficiently happy to be able to take the happiness penalty of reduced
recreational availability without serious social problems, this might be
a good move. This can all be handled by the player with the few keystrokes.
Compare this to what you have to do in Civ to emphasize education (tech).
There you would have to change the plans in every single city to build
a library there for instance.
Population growth clearly should depend
on an overall health level. The overall health level would be derived
from:
I haven't discussed roads at all so far. Some of the transportation infrastructure money would be used to build things like roads, bridges, canals, and railroad track. Things like roads and railways will probably be mostly built by the people themselves. For instance the people will generally build roads if they will pay for themselves in less than, say, 10 turns. If they are not doing it quickly enough the government could probably either subsidize these activities to some extent, or pay for them directly itself. I think with the AI in Clash that is dedicated to understanding geography, "the people" can do a reasonable job on road and rail networks. For areas outside the provinces proper, engineers of some type will be available to construct roads that the player has drawn in and assigned a priority to. The people will also build some fortification-type items (City walls / forts / castles) themselves if the central authority is weak and they feel they need them. Fine-tuning different provinces' infrastructure Top For those who are more micro-management
inclined infrastructure can be varied on the by-province level also.
For example, what happens if you deliberately concentrate education
in your capital, for example, and virtually ignore the outlying areas?
Education concentrated in the capital for example, would allow a civ to
research more advanced techs, perhaps, but at a lower rate. More
advanced techs because you're spending all your education levels in the
capital, and would get much higher. The lower rate would be because only
one part of the empire is pulling in that direction. A powerful ruler
might also forbid a certain province from building an aqueduct due to its
strategic vulnerability... Some of the infrastructure costs could
vary with the geography also. Healthcare / water infrastructure might
be more expensive for provinces in predominately jungle areas for example.
Interface Top We will clearly need at least three
levels of interface.
Military readiness and what it costs, showing mobilization status (can change this here and see cashflow results) Military / weapons / fortification builds. Crudely what is expected in the next 10 turns. If you want more of the same units built, push an increase button. Impact on Cashflow above shows immediately (the two mil items about 1/4+ of the screen, @ UR)
Advisor's top pick of what to do with the economy given player's rankings of importance of things like military preparredness, economic development, cultural cohesion, etc. This is important. Having the economic advisor always saying "We should invest in our economic development, Sire" is worthless. All advisors need to take the player's overall strategic judgements into account. (Advisors corner takes what's left at LL) B) Civ-wide detailed econ
interface
infrastructure types (B2) particular specials etc. (B3) ratios of weapons types or unit types to build, and how much in total that costs (B4) People-Mover commands for forced or incentivized migration. (B5) C) Provincial detailed interface
Well, that's my wish-list on the interfaces.
I'm sure some sensible people will scream at the amount of work involved,
but there are (only!) 4 main types of interface here...
The Production Function Top The basic idea of a production function is that one uses the input of different types of resources (labor, natural resources like land or timber, and capital investments) to determine the final output for an economic sector like agriculture. Typically adding more of any one of these things, for instance labor, without changing the other inputs, gives diminishing returns. So, for instance, if you double the amount of laborers on your farms, the amount of food produced will generally increase, but not as large as a doubling. However, if you were to double All the inputs, any output would be simply double the previous output. If you are not interested in mathematical details, its probably best to just skim this part! There is one other feature about the production function approach that I'm using that's very important for Clash. Included in it is a factor that represents the effects of production technology changes on production (A in the equation below). As the tech factor A increases, the same amount of investment can get you more production. The way I have it in the current model A increases as new investments of capital are made. For example, it's assumed that the people, when they replace their farm equipment, replace it with the highest technology equipment available. This results in, on average, an increase in the productivity of farms beyond what the simple investment in more equipment would give. I'll give more details later. The equation below is what a production function looks like. The total amount produced (Y stands for yield) is given by multiplying together several factors. Each of labor, natural resources, and capital has its own exponent (a, b, and c) that describes how production increases when you change the amount of that particular input. Just to make things concrete on the resource part, if we were talking about agriculture R would represent land. Some things, like services, don't have an explicit natural resource input so sometimes the production function won't have R or b. For a particular sector A, a, b, and c will have specific values designed to give reasonable outputs for the level of technology and application of other inputs. Produced Amount (Y) = A*L^a*R^b*K^c
Now I'll use as a specific example the production function for agriculture that we're going to use in demo 5 along with particular selected values for L, R, and K. We will use the same equation as above with the following values... Produced Amount (Y) = A*L^a*R^b*K^c
Now, because I used a bunch of really simple values you can probably see that the crop yield is 5. That isn't really very much food production, since our farmers will need to eat 4 units of food just to avoid starvation. So a yield of 5 gives them a little bit of potential excess to trade for services or produced goods, or pay to the Player in taxes! If instead our labor were allowed to work 2 farm sites the output would be 6.16. This production level of above 6 gives these farmers significantly larger surplus production than before. It could be used in different ways to grow the civilization. The increase in output that results from being able to work more land can be thought of in several different ways... with more land to pick from the people can take better farming sites on average, and leave the poorest land in the sites unused, or they can leave land fallow longer making it more productive, and there are several other possible explanations. It isn't really important which explanation makes more sense in which particular circumstance. The nice part about it for the player is that the people do sensible things without you needing to tell them "by hand" what to do. How the tech factor A changes So how exactly did the tech factor A get to be 5 in the example above? And how can be made to get better so are production becomes more efficient? I have come up with what I think is a reasonable way to have A reflect the fundamental technological realities of the civ in question. The amount that A increases depends on the amount of new investment, and how far A is from the current best available technology level, represented by the "ideal" tech factor T. The ideal tech factor represents what the tech factor A would be if all the investments had been made using the current best technology, infrastructure level, etc.. Change in A is governed by the formula below with:
Anew = Aold + (Kbought/(2Kold))*(T-Aold) [Aold less than or =
T]
I'm not going to go over this in detail, but hopefully you can see that for the usual case the new value of A approaches T more rapidly as: a higher percentage of new capital investment is made, or as the ideal tech factor increases. The latter factor comes in strongest when the people are replacing very out-of-date equipment (A much less than T) causing the rate of improvement in A to be relatively rapid. The ideal tech factor T gets the most part of its value directly from the effectiveness as determined in the technology model. In addition T has buried in it "human capital" aspects such as education, infrastructure aspects such as roads, railroads, and power grids, and some "tweaking" factors to get the numbers to come out right when the desired amount of capital is invested. This is going to be a somewhat complicated subject all by itself, and I am just going to gloss over it here. That is the general idea of the new model. I have workek up a
spreadsheet with specifics that runs through a complete turn (from an economic
perspective) for provinces at different stages of development. I
will send it to anyone who is interested in the details of how these things
work.
Migration and settlement Top For Migration and settlement, the game mechanisms should be relatively simple. 1) The ruler/government can order (or prohibit) people (or merchants, etc) to go to x place (of course place x must be known first, or at least rumored of...). Said x place can be a friendly city or region, territory inhabited sparsely by someone else, territory densely inhabited by someone (in which case they may be slaughtered or turned back unless a previous deal has been made). The government can also order people just to Go Away, with or without the confiscation of their wealth. All these actions require a check against the government's effective power to execute the order, which may or may not be obeyed. 2) Ruler/govt. can also subsidize or penalize natural migration of people to x place (and all the other stuff above). This means, in game mechanics, the ruler puts a hunk of money on x and says each person that goes there gets y part of it. The y part could be used to buy goods to start the colony... 3) People do their own thing in absence of 1-2. They will emigrate if allowed to, and if things are sufficiently bad at home for either economic, social, or other reasons. Generally an order is much more expensive, but quicker than, subsidizing movement of people. Fishermen
Economic Function of Military Reserves
Terrain
Merchants
Specials Specifics
I am pretty pleased with this model. Of course the final proof will only come when people are actually playing the system in Clash. Conclusion Top This is as far as I've gotten in laying out the new economic system for Clash. I think it gives you a lot of gameplay advantages, while adding a little bit more realism to the usual civ-type game economy. I think that this system, where the people "speak for themselves", is vastly better both in terms of playability, and in modeling the world than the genre-usual type. Remember that one bonus of this system is that the player who isn't all that interested in the economy will not do too badly if it is just left on its own with an occasional change of direction. At least they will do ok if that player can refrain from seriously over-taxing the people. For those of us who are more inclined toward tweaking the economy and infrastructure types within it, this system provides a very simple way to achieve that. I would like to acknowledge here the friendly criticisms that Torsten Eymann made of the previous version. They were the major catalyst in kicking me in what I think is the right direction on the economic front. Let me know what you think, good or bad. Thanks, Mark Everson |
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