Trade-peror
UET Economist
The Unified Economic Theory (UET)
VERSION 1.5
The latest edition of the Unified Economic Theory, the Second Edition, may be found here.
The following is a "brief" overview of the Unified Economic Theory:
The terrain no longer produces "trade." Instead, wealth will be generated through the exchange of various commodities.
A city that has any surplus commodities will put those commodities up for sale in its market. This means that after consumption of the necessary food/consumer products for the city's survival, the remaining products will be up for sale in the market the city participates in. The city can end up keeping unsold products or buying back some of its own commodities (but at market value).
Food requirements will be constant, but consumer good demands can vary. Every point of population will consume 1 food per turn for survival, but the demand for consumer goods depends upon a global average ratio of supply to population. Failure to satisfy the demand for consumer goods will lead to citizen unhappiness. On the other hand, a supply of surplus consumer goods will generate happiness.
The sale of products generates revenue for the city that sold the products. This will be the basis of the trade and wealth a city generates.
A city's revenue will determine its purchasing power. Purchasing power is a measure of the monetary wealth available to a city; this monetary wealth determines how much the city can purchase from the market.
Markets are limited by transportation. The extent of a particular market is limited to the cities that are connected to it by sufficiently small tile distance, road, railroad, sea, or air. In addition, the number of movement points required to complete a transaction between two cities must not exceed a limit, although this allows trade to occur without roads if the movement limit is not exceeded. This limit may be eased by discovering transportation technology and upgrading roads.
Roads that allow cities to initiate trade will generate trade. Any road that allows a trade to occur is a trade route. Every trade route will generate trade along its length, simulating travel and shipping industries, and multiple trade routes can use the same path. This will allow that path to accumulate in amount of trade generated.
Upgrading transportation will increase the amount of "trade-route trade" generated. Therefore, railroads (and possibly highways?) will increase the level of trade generated by "trade-accomodating" industries.
The central government can subsidize or divert production to certain projects. In nonrepresentative forms of government, the central government may assist a city in a project by diverting shields from the local market supply to the city. In representative forms of government, the central government may offer monetary subsidies to a city to boost the city's purchasing power and therefore allow it to purchase more shields from the market to speed the project.
Local and provincial governments require maintenance. Not only will this serve to check the expansion of empires, these costs will model the effect of government employment on the economy. Notice, however, that these funds from the central government go into paying for local government workers that contribute to the city's economy. Therefore, these administrative costs actually increase the city's income and boost the economy!
City improvement maintenance increases city income. Again, these maintenance funds from the central government end up paying local workers that contribute to the city's economy. Abundant government activity therefore boosts local economies (at a monetary cost to the central government).
The economic conditions in a city are a base determinant of the happiness of citizens. Every X number of commodities (to be determined by playtesting for balance), as well as every city improvement, will "satisfy" the economic needs of a citizen, making them content.
The happiness of a city will be considered collectively. Combining the happiness statuses of all of the citizens of a city will determine its "overall mood," which will determine whether it has civil disorder or WLTKD.
Disparities in economic, cultural, or political situations can cause immigration within or between civilizations. Please see Post #170 (on page 9) for more details.
Military units consume 1 shield, 1 food, and 1 gold each in maintenance. Although seemingly excessive, these costs go back into the economy. The shields and food will be purchased by the central government from available markets with federal funds (at market prices), which will boost the purchasing power of all cities involved. The 1 gold maintenance per unit will also go back to the home cities of the units, to further boost purchasing power of those cities. (In addition, building military units actually uses up 1 population point each, so recruitment will decrease city populations while disbanding will increase them.) Military expenditures (the "defense budget") will clearly have major effects upon the economy.
There will be no more generic food or shields. All food and shields will be specified--ocean squares might produce 2 fish, grasslands could produce 2 wheat, "wheat resource" squares could produce 4 wheat, and so forth.
Types of food and shields that are in lesser supply in a market will capture the demand of more common types of food and shields. Therefore, although a unit of fish and a unit of wheat will both add one unit to the granary, a city producing fish would prefer to purchase wheat.
"Processed" food and shields will always capture the demand of unprocessed food and shields. Such food and shields are produced by certain improvements that process food and shields into their refined form.
All types of food and all types of shields have the same non-economic effects. Whether it is game or wheat or cattle, it will count as 1 food as far as population survival and growth are concerned. A unit of iron or stone or aluminum would all contribute one unit to the accumulation of production.
To trade with other civs, Trade Agreements or Trade Deals may be agreed upon during negotiations. This includes defining limited, specific, or complete trade agreements or even embargos, for the restriction thereof. For details, please see post #95.
The number of population points representing a city will be on a larger scale. In other words, population points in the UET represent fewer people than the population points currently in Civ. This allows for more precise fluctuations in population, such as for the military. Note that each population point consumes only 1 food.
A city may cover more than one square. In fact, every square that is being worked will have a "settlement" on it. The settlements represent the particular squares the city population has decided to work.
The "city square" will not house all of the citizens of the city. Instead, the citizens are housed wherever their settlements are.
The city square will function as a settlement for city production purposes, as well as the seat of the local government. Therefore, this city square is still important, for capturing it will unseat the local government.
The "city radius" is no longer limited to 21 squares. In fact, there will be no particular pattern at all, other than available space for settlements to expand on to. In theory, then, there is no hard limit on the size of cities.
A city's culture determines its ability to extend. In other words, cities with strong cultures have the ability to extend over larger areas and thus consist of more settlements; cities with weak cultures will find that expansion will result in eventual splintering of the more outlying settlements into their own cities.
More than one citizen can work the same square. A particular population point of citizens is limited in the number of resources that it can produce. Therefore, more fertile squares may require more than one population point to work to full utilization. The settlements of that square would be accordingly denser.
It is possible to occupy portions of a city. Since the city is now physically present on the map, but not as a singularity, it will be possible to occupy portions of a city, and toppling the local government of a city (by capturing the city square) will not guarantee a transfer of all of the settlements of the city to the captor. Whether this happens depends largely upon the cultural cohesion of the city before conquest.
Civil Disorder will not only be more visible, but will physically exist on the map. In other words, the settlements that are causing the disorder are distinguishable, on the map, from the rest of the city. Actually, happy settlements might as well also be distinguishable from merely content settlements.
Cities may be part of provinces. The advantage to this grouping is the availability of a provincial palace (which can reduce corruption and waste in the province), and the ability to define policy for a larger portion of a civ at once (possibly reducing micromanagement).
Settlements not belonging to any city are under the jurisdiction of the province in which they exist. This possibility arises from the fact that cities that expand too rapidly, without the cultural cohesion to stay together, will see outlying settlements break away from the city government. In these cases, they would be under the jurisdiction of the province until the player decides to reorganize them into cities or even separate provinces!
Please note that the original first post has been moved to my original second post location. This post was about to exceed the character limit!
VERSION 1.5
The latest edition of the Unified Economic Theory, the Second Edition, may be found here.
The following is a "brief" overview of the Unified Economic Theory:
The terrain no longer produces "trade." Instead, wealth will be generated through the exchange of various commodities.
A city that has any surplus commodities will put those commodities up for sale in its market. This means that after consumption of the necessary food/consumer products for the city's survival, the remaining products will be up for sale in the market the city participates in. The city can end up keeping unsold products or buying back some of its own commodities (but at market value).
Food requirements will be constant, but consumer good demands can vary. Every point of population will consume 1 food per turn for survival, but the demand for consumer goods depends upon a global average ratio of supply to population. Failure to satisfy the demand for consumer goods will lead to citizen unhappiness. On the other hand, a supply of surplus consumer goods will generate happiness.
The sale of products generates revenue for the city that sold the products. This will be the basis of the trade and wealth a city generates.
A city's revenue will determine its purchasing power. Purchasing power is a measure of the monetary wealth available to a city; this monetary wealth determines how much the city can purchase from the market.
Markets are limited by transportation. The extent of a particular market is limited to the cities that are connected to it by sufficiently small tile distance, road, railroad, sea, or air. In addition, the number of movement points required to complete a transaction between two cities must not exceed a limit, although this allows trade to occur without roads if the movement limit is not exceeded. This limit may be eased by discovering transportation technology and upgrading roads.
Roads that allow cities to initiate trade will generate trade. Any road that allows a trade to occur is a trade route. Every trade route will generate trade along its length, simulating travel and shipping industries, and multiple trade routes can use the same path. This will allow that path to accumulate in amount of trade generated.
Upgrading transportation will increase the amount of "trade-route trade" generated. Therefore, railroads (and possibly highways?) will increase the level of trade generated by "trade-accomodating" industries.
The central government can subsidize or divert production to certain projects. In nonrepresentative forms of government, the central government may assist a city in a project by diverting shields from the local market supply to the city. In representative forms of government, the central government may offer monetary subsidies to a city to boost the city's purchasing power and therefore allow it to purchase more shields from the market to speed the project.
Local and provincial governments require maintenance. Not only will this serve to check the expansion of empires, these costs will model the effect of government employment on the economy. Notice, however, that these funds from the central government go into paying for local government workers that contribute to the city's economy. Therefore, these administrative costs actually increase the city's income and boost the economy!
City improvement maintenance increases city income. Again, these maintenance funds from the central government end up paying local workers that contribute to the city's economy. Abundant government activity therefore boosts local economies (at a monetary cost to the central government).
The economic conditions in a city are a base determinant of the happiness of citizens. Every X number of commodities (to be determined by playtesting for balance), as well as every city improvement, will "satisfy" the economic needs of a citizen, making them content.
The happiness of a city will be considered collectively. Combining the happiness statuses of all of the citizens of a city will determine its "overall mood," which will determine whether it has civil disorder or WLTKD.
Disparities in economic, cultural, or political situations can cause immigration within or between civilizations. Please see Post #170 (on page 9) for more details.
Military units consume 1 shield, 1 food, and 1 gold each in maintenance. Although seemingly excessive, these costs go back into the economy. The shields and food will be purchased by the central government from available markets with federal funds (at market prices), which will boost the purchasing power of all cities involved. The 1 gold maintenance per unit will also go back to the home cities of the units, to further boost purchasing power of those cities. (In addition, building military units actually uses up 1 population point each, so recruitment will decrease city populations while disbanding will increase them.) Military expenditures (the "defense budget") will clearly have major effects upon the economy.
There will be no more generic food or shields. All food and shields will be specified--ocean squares might produce 2 fish, grasslands could produce 2 wheat, "wheat resource" squares could produce 4 wheat, and so forth.
Types of food and shields that are in lesser supply in a market will capture the demand of more common types of food and shields. Therefore, although a unit of fish and a unit of wheat will both add one unit to the granary, a city producing fish would prefer to purchase wheat.
"Processed" food and shields will always capture the demand of unprocessed food and shields. Such food and shields are produced by certain improvements that process food and shields into their refined form.
All types of food and all types of shields have the same non-economic effects. Whether it is game or wheat or cattle, it will count as 1 food as far as population survival and growth are concerned. A unit of iron or stone or aluminum would all contribute one unit to the accumulation of production.
To trade with other civs, Trade Agreements or Trade Deals may be agreed upon during negotiations. This includes defining limited, specific, or complete trade agreements or even embargos, for the restriction thereof. For details, please see post #95.
The number of population points representing a city will be on a larger scale. In other words, population points in the UET represent fewer people than the population points currently in Civ. This allows for more precise fluctuations in population, such as for the military. Note that each population point consumes only 1 food.
A city may cover more than one square. In fact, every square that is being worked will have a "settlement" on it. The settlements represent the particular squares the city population has decided to work.
The "city square" will not house all of the citizens of the city. Instead, the citizens are housed wherever their settlements are.
The city square will function as a settlement for city production purposes, as well as the seat of the local government. Therefore, this city square is still important, for capturing it will unseat the local government.
The "city radius" is no longer limited to 21 squares. In fact, there will be no particular pattern at all, other than available space for settlements to expand on to. In theory, then, there is no hard limit on the size of cities.
A city's culture determines its ability to extend. In other words, cities with strong cultures have the ability to extend over larger areas and thus consist of more settlements; cities with weak cultures will find that expansion will result in eventual splintering of the more outlying settlements into their own cities.
More than one citizen can work the same square. A particular population point of citizens is limited in the number of resources that it can produce. Therefore, more fertile squares may require more than one population point to work to full utilization. The settlements of that square would be accordingly denser.
It is possible to occupy portions of a city. Since the city is now physically present on the map, but not as a singularity, it will be possible to occupy portions of a city, and toppling the local government of a city (by capturing the city square) will not guarantee a transfer of all of the settlements of the city to the captor. Whether this happens depends largely upon the cultural cohesion of the city before conquest.
Civil Disorder will not only be more visible, but will physically exist on the map. In other words, the settlements that are causing the disorder are distinguishable, on the map, from the rest of the city. Actually, happy settlements might as well also be distinguishable from merely content settlements.
Cities may be part of provinces. The advantage to this grouping is the availability of a provincial palace (which can reduce corruption and waste in the province), and the ability to define policy for a larger portion of a civ at once (possibly reducing micromanagement).
Settlements not belonging to any city are under the jurisdiction of the province in which they exist. This possibility arises from the fact that cities that expand too rapidly, without the cultural cohesion to stay together, will see outlying settlements break away from the city government. In these cases, they would be under the jurisdiction of the province until the player decides to reorganize them into cities or even separate provinces!
Please note that the original first post has been moved to my original second post location. This post was about to exceed the character limit!