WOW!
What a wealth of responses! I will start from the beginning and try to answer all posts, although this may take several installments. Please be patient with me!
@dh_epic and ShadowWarrior:
You bring up a good point in mentioning that this intriguingly complex model would be unmanageable without a sleek interface and careful implementation. This is true, and I have thought about this, however, and my answer is that the player will only be responsible for the "big picture." In other words, the computer will take care of the actual, individual trades and deals, but
only in the circumstances the player provides. The way the computer will figure the optimal combination (and I have thought about this process, which will not be as complex as it seems after I explain it later with a Comprehensive Example) will not be an advantage for the AI, because the player must use it as well. The difference lies in how the AI decides to allow these trades to happen compared to the way the human player allows trading to happen. Let the computer take care of the details and figure out the optimal combinations; but let the rulers decide how much configuring is possible.
@Sir Schwick:
As I read your introduction, I notice that you have grasped one concept that will make the UET II much more manageable than it seems--most of the details are calculated behind the screens. The player needs to worry only about broad policy, and the AI will have no advantage in its ability to work out optimal combinations, since that is not the player's responsibility and wil be handled automatically by the "private sector."
As for your market definitions, I agree with all of them, but I would like to add that I define the maximum distance in movement points, so two cities sufficiently close even WITHOUT roads may still be considered connected. In addition, researching technology that increases the effects of roads, as well as upgrading them to railroads, will benefit trade.
The trading and resource ideas are adequate simplifications that I would be content to see in the next Civ, but they do not represent what I regard as ideal. But realistically, I would not mind Sir Schwick's simplified UET for Civ4 at all!
@EddyG17:
Very true! The UET II does indeed allow for the physical presence of trade routes (which I shall explain in greater depth later), and guarding these trade routes is critical.
I am glad that you understand that I implied that cities will have their "own" treasuries. This is essential for the concept of taxation, which I shall post shortly.
In addition, railroads will NOT have infinite movement points. I currently imagine them to be using 1/9 or 1/10 of a movement point. That detail can be refined later, however.
@dh_epic:
I consider trade routes to be a byproduct of trade, rather than something that is manually and deliberately constructed. I do think there are many exciting possibilities with your system, however, so I will see if I can work them into the model I am currently considering. I will be posting the section relating to trade routes soon, hopefully.
@ybbor:
As EddyG17 has mentioned, the city treasuries are independent of the central government. This will make more sense when I post the section on Taxation.
@Colonel Kraken:
I have played Caesar III (which is similar to Pharaoh, and, by the way, 1602 A.D.) and I think that model is excellent as an approximation of economic effects, but not necessarily the actual flow of the economy itself. Please allow me to explain:
If mere access to a greater variety of commodities will create a wealthier class, what intuitive limit exists to prevent one unit of commodity from enriching large numbers of citizens? Such a (currently hypothetical) situation would not be reasonable, especially if it made no difference whether 1 or 100 units of a commodity were available to a market.
I believe you noted, however, that I mentioned that a greater variety of food commodities, regardless of amount, would increase happiness. I am not refuting myself, however, because the happiness benefit is immaterial, and therefore can be considered qualitative. With variety increasing the wealth of citizens, however, is mixing the qualitative aspect of variety with the quantitative aspect of actual wealth.
For example, a more Pharoah-istic model might have a city of 5 with 3 types of food have 3 wealthy citizens. This means that the wealth of the city has incresaed by 3. Yet if the actual food is considered, how can 5 Wheats be considered greater wealth than 2 Wheats, 2 Fish, and 1 Cattle? The answer obviously depends upon the prices of each commodity. But that theoretically means that with the greater variety, the wealth might actually
decrease, if the Wheat cost more than both fish and cattle. If all food prices are uniform, then 5 of any food is just as valuable as 5 of any other combinatinon of food. These quantitative concerns have led me to having greater variety increase happiness (proportionally), so that the benefit of greater variety remains, but the quantiative loopholes with calculating wealth are eliminated.
Anyway, time runs short for me, so I will continue this discussion with you a little later, Colonel Kraken. Even though I have highlighted a possible shortfall, your model still has many benefits that I would hope to work into the UET II model.