new economic system

JWAT44

Prince
Joined
Apr 14, 2011
Messages
356
Location
Michigan
this is my idea for a more complex economic system for a future civ game

capitalism is best for trading and gold oriented empires and somewhat helpful for raising big armies fast because you would have a lot of gold sitting around to purchase things and you could have big economic booms but could also have big recessions. varies widely but if operated correctly could yield the greatest gain of all

feudalism would be more of an agricultural based economy that would produce a lot of food but very little gold because of the food orientation and would basically produce what it needed to maintain its empire. pretty steady but lower overall economic power than the others

mercantilism would be based on resources and exploiting city states and weaker nations for those resources (mainly strategic but luxuries too). would help with overseas expansion/colonization and mainly create income from trading resources

socialism is a tough one because so far i havent really figured out a way to put production or manufacturing but socialist would be steady with less gold than capitalist or mercantilist and wouldnt have a big food boost like feudal but maybe a big boost to large construction projects like big buildings (not including wonders) or high production cost military units and tile improvements from workers.

these economic systems would be unlocked through technologies or maybe just the general progression in ages so there would also have to be a more primitive and basic barter economy (no specifics yet on that one) until feudalism, the first one, is unlocked. it would be in an order like this: feudalism unlocked in medieval era and you can choose whether to keep the barter economy or change to feudalism (once you leave the barter economy you cant go back to it and you have to switch from it once you unlock mercantilism. for the other ones you can gradually switch when you want) then in the renaissance you unlock mercantilism which you can switch to it or switch to feudalism then capitalism comes at the end of the renaissance/the beginning of the industrial era which you can again switch to or keep your old economy and finally socialism comes in the middle industrial era and you can switch to it or keep the current economy. i think feudalism should also become obsolete maybe after capitalism or socialism are unlocked. you can switch your economy whenever you want as long as you have unlocked other economic systems and the complete change is gradual and will take a few turns so your bonuses from the old economy would start to get less while the new economy's bonuses would start to appear and take greater effect until the older is totally replaced with the newer

of course for all this to work you would need to be able to produce trade goods and send them to other nations via land/water trade routes and have food resources like corn, potatoes, etc. along with some other resources to use for the production of goods. all of this would also require expert (and non biased) economists to formulate and implement this and probably an ai that can micromanage some of this stuff for players so i realize that it may not be possible for a while

any suggestions (especially to the socialist economic set up) are welcome and will be considered
 
Instead of happiness, they should revert back to classes of average citizens and wealthy ones. Expect like I said in the other thread, they should expand on it to include 3 or maybe even 4 classes. However I think 3 classes would be easier; poor, middle-class, and wealthy elite. What dictates the amount of each should be reflected by the economic system, as well as the development of the cities. I guess with communism, it would need to have an exclusive class of proletariats, were the whole population is consisted of them.
 
Instead of happiness, they should revert back to classes of average citizens and wealthy ones. Expect like I said in the other thread, they should expand on it to include 3 or maybe even 4 classes. However I think 3 classes would be easier; poor, middle-class, and wealthy elite. What dictates the amount of each should be reflected by the economic system, as well as the development of the cities. I guess with communism, it would need to have an exclusive class of proletariats, were the whole population is consisted of them.

maybe introduce the middle class with feudalism but while in the barter economy there are only rich and poor and under communism there would still be the members of the party that would be in an upper class from the common people
 
These all sound a bit like social policies; offering bonuses here and there, but not altering the fundamental gameplay. Would you think that it would be a good idea to just have these in the game as social policies (or tweak existing social policies that they kinda already match up to)?
 
These all sound a bit like social policies; offering bonuses here and there, but not altering the fundamental gameplay. Would you think that it would be a good idea to just have these in the game as social policies (or tweak existing social policies that they kinda already match up to)?

yeah or making them seperate as economic policies but i dont know how you would earn them
 
A mix between technology, gold and perhaps what buildings you have? It makes sense for separate economic policies to be tied to technology, and gold as the economic staple in the game should probably figure in it too. Buildings I guess would represent development, or at least specialisation that would presumably focus your economic policy.
 
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