CGG1066
Minister of Finance
. . . ok, I'm going to admit upfront, that I'm a huge econ nerd. Which is one reason why I'm disappointed in CivV (although the military innovations make up for it). I believe that the suggestions outlined in this post - mainly through a completely reinvigorated trade system - brings economic depth, enables natural diplomatic relationships, encourages cooperation, and invigorates civics - even communism.
Now, I know there will be push back about this being too complicated because it’s outlined over several posts. But – please remember, a lot of the text is describing what goes on “behind the scenes”. I would argue that my economy is just as simple as the current system, but far more deep. It is easy to manage too: the choices the player has to make are (a) whether or not to trade and (b) what tax rate to impose. That’s it. Two simple choices. And for the low price of having to make just a handful big decisions you get incentives for diplomatic cooperation (to act as a foil against the 3rd grad bullying we have now), the ability to expand science and exploration without micromanaging units, and ways to leverage science into wealth.
I’ll also throw in other suggestions that won’t complicate the game too much, but add a lot more depth; such has how to integrate civics into the economic system and expanded diplomatic options. However, these ideas are NOT necessary to the economic improvements I describe.
There are several numbers thrown in as examples. I realize that there are balancing concerns which I haven't addressed; numbers are used to illustrate the concept.
Now, I know there will be push back about this being too complicated because it’s outlined over several posts. But – please remember, a lot of the text is describing what goes on “behind the scenes”. I would argue that my economy is just as simple as the current system, but far more deep. It is easy to manage too: the choices the player has to make are (a) whether or not to trade and (b) what tax rate to impose. That’s it. Two simple choices. And for the low price of having to make just a handful big decisions you get incentives for diplomatic cooperation (to act as a foil against the 3rd grad bullying we have now), the ability to expand science and exploration without micromanaging units, and ways to leverage science into wealth.
I’ll also throw in other suggestions that won’t complicate the game too much, but add a lot more depth; such has how to integrate civics into the economic system and expanded diplomatic options. However, these ideas are NOT necessary to the economic improvements I describe.
There are several numbers thrown in as examples. I realize that there are balancing concerns which I haven't addressed; numbers are used to illustrate the concept.