Padmewan wrote:
Here are some concrete ideas I first posted
here. I would like to open them up to criticism and debate with anyone who is interested in making the economic model more sophisticated.
1. Bonuses are no longer binary, but function more like gold. See, e.g.,
this discussion about an "Oil Treasury." Thus having 10 oil is different than having 1 oil (for purposes other than trading 9 away).
This has been discussed a lot including in the pre-Civ IV discussions, as well as 'resource pooling' and banking (e.g. Refrigeration allowing food pooling between cities).
3. Each raw bonus is linked to a refined bonus. E.g., Dye and Cloth; Gems and Jewelry.
I would look to Civ3 Conquests for the answer (The Age of Discovery scenario). Basically have buildings that convert the raw material to gold. The challenge is then how the finished product building communicates with the raw source.
A suggestion is to have a raw material building near the raw source (e.g. the farm or mine), and possibly scale the output of the raw material building to the local sources (e.g. number of bonus tiles within the city perimeter that the raw material building is built at). So more bonuses equals a factor that gives more raw material net.
Then make the communicating finished product building produce gold in proportion to the raw material quantity it is fed (up to some cap, which can only be raised by building extra finished product buildings, or factory specialists, etc..).
Tile improvements are also an idea for concentrating the raw material output. E.g. a plantation improvements means specializing a tile (like the Mine does by default). Plantation on a raw material bonus (e.g. plantation on bananas vs. plantation on jungle) is an even higher factor.
The raw material building could then do initial processing to make the true raw material ('separating the wheat from the chaff').
The finished product building would make the actual valued consumer or industrial product---e.g. bakes the bread, or makes the steel widgets that get used to improve a factory building.
A big question is how does the network communicate---physically (e.g. victory point caravans), or abstractly (trade routes)? Can it be semi-physical? If I sink a random caravel, is there a chance that I raided the economic network (stole some wheat or bread, bananas or jam?)?
5. There is a viable marketplace, driven purely by supply-and-demand, for raw and refined goods. Fundamentally, I guess demand for the refined goods can be generated by whatever their benefit is (e.g. how much would each player pay for +1 happy, or whatever). Demand for the raw good will vary depending on the need to manufacture the refined good. Probably Dutch auction rules apply -- If X resources are available, top X bidders win and pay the same price, the lowest of the winning bids.
An international market driven by supply and demand would be great. Especially if additionally limited by the number of other civs that are on speaking / trading terms with you. A national market that limits the gold point benefit of redundant finished products would be good too. E.g. the gold benefit of your Nth+1 baked bread goes down as you make your Nth+1 baked bread, that turn.
Also a civ should be able to nationalize part of the resources/products so they aren't up for international bidding. There should be political consequences to that action as well.
I think this would be doable. RTS's that are simpler than Civ use market systems.
EDIT: Oops Necro-thread. Still a cool idea for an expansion mod.