Sir Schwick:
Thanks. And I do agree with your cycle of Raw materials => Production Center => Products and Trade and with several iteractions on production, but my model below have your cycle implicit.
You're wright about model by sectors I describe, but the main change is not on that but the driver's will as you said. If you read carefully, what I mean is if I have a city on an island with beaches or in the snow mountain, all I must do is decide or not want a tourist sector in that city, the improvements and adjustments are made by engine.
The subsectors I describe could seems too many, but their refected the complexity of economy in our days, and could improve the economy on game. And also this complexity increase more since industrial era.
krikkitone
In ancient times people live without money, then some products act as money: salt cattle.and that don't exclude my sugestion on permute 1 by 1. What I mean is 1 shield is valued by 1 gold so could be traded at that value, and 1 food is valued by 1 gold so could be traded at that value.This is a monetary economy or some
kind if could is not in coins. Therefore 1 shield value as some 1 food if aren't money (gold) yet. This allow direct change.
Premisses of a production (food and shields) and prices model are:
- 1 food <=> 1 shield <=> 1 gold
- Productivity = # shields/food produced by specialists/popunits and increase with tech advance and/or improvements
- Economy is at full capacity
- 1 popunit consumme 1 food
- The income of a civ is based on food and shields (Gold mining is included) that a popunit produce
- Gold is a measure unity of income
- Exports generate aditional golds in shields (gold reserves)
If by turn an artesan produce 2 shield in tools and a farmer produce 2 food then in gold the total income are 4 gold. The productivity is equal to both.
If they trade 1 shield by 1 food, by my premisse generated commerce is 1 gold, but income remains equal, since commerce only change the owners of food and shields, don't generate aditional income. This commerce is local trade.
Now if by turn an artesan produce 4 shield in tools and a farmer produce 2 food then in gold the income are 6 gold. The farmer is now less produtive than artesan.
If they trade 1 shield by 1 food, by my premisse generated commerce is 1 gold, so nothing new.
If average costs = price, then to artesan produce 1 shield of tools needs 0.25 of a turn and to farmer produce 1 food needs 0.5 of a turn, so the average costs or price of shields is 0.25 gold and average costs or price of food is 0.5 gold. Then the price of 2 shields = 1 food, relative price are changed and therefore income are 4 gold, less than 6 gold I said above, but that contradict premisses. And if there are a penalty due higher productivity since we are less income an artesain don't gain an extra revenue that is a non incentive to technology advance or to artesan work less so economy are at non full capacity. Calculate prices to reflect trade between sectors now are more complex to calculate. So we can go on other direction.
Productivity of artesans is 4 and productivity of farmers is 2, so:
If average costs * productivity = price, then, we have to artesan a price = 4*0.25 = 1 and to farmer a price = 2*0.5 = 1. So 1 shield of tools = 1 food, and, mesured on gold, 1 gold.
But the calculation of price could be avoid with premisse of 1 food <=> 1 shield <=> 1 gold, and therefore price is 1 food <=> 1 shield <=> 1 gold and income is # shields + # food produced by turn. And productivity is implict by increase of shields/food by popunit.
I hope this clarify you about my point of view.
I'll would like see workers be replaced by a specialists system. Irrigation and miners are mainly private activity, so instead of we must build workers and send it to irrigate or mine, a slider with the # of miners or farmers is given by an automatic matter, reflected in a slider of labor force. The graphical aspects showed the farmers or miners worked on tiles where the # of 'units' is a ratio of the specialist 1/1000, 1/10000. To build roads, RR or fortress, we could have PW another kind of labor force specialists.So we see real people and not units anymore.Tiles also have a minimum of survival.
The economic system give by slider is not mainly manually adjust (MM), allthough player could adjust if want, but an automatic process, some kind of governor (AI) adjusts, when I make my choices. And slider is a graphical way to see the state of economy and their evolution, mostly interface.
I agree that food act as a limit to growth, the only way food is increased is by assign more farmers to irrigation or work land, or when ecossystem is achieved by technology.
Here a model with 2 examples, wich I belief isn't in cIV, but is quite simple and easy to implement. Later game it's complexity increase to reflect complexity of economy and society:
Premisses:
- Resources are quantify.
- We have real people (popunits) divided in specialists, not units: Local/Non-locals Miners = 20, Farmers = 240, Artesans = 20, Rulers/Troops = 20, Merchants = 10.
- The # of specialists give the # of shields. The # of food has a ratio of 0.8, wich 80 farmers produce 100 of food. This # is increased by tech, so productivity.
- The consumption of food of 1 specialist or popunit is 1 food.
- Agriculture gives surplus (first example)
- Agriculture and artesans gives surplus (second example)
- The taxation is on surplus.
- People could live in non-city tiles.
- Local trade is made on 1 tile. Connected tiles by roads in 2 adjacent tiles allow local trade in that tiles and acts like local market.
- Roads, RR, highways increase speed of trade not trade itself.
At bolt generated trade
1 - Surplus is achieved by farmers. No melting iron
Miners
Raw Material (20 shields of iron) => Trade with artesans (+20 gold, -20 shields) => Trade with farmers (+20 food, -20 gold)
New trade generated = 40. Gold needs = 20.
Artesans
Products (20 shields of weapens) => Trade with rulers/troops (+20 gold, -20 shields) => Trade with farmers (+20 food, -20 gold)
New trade generated = 40. Gold needs = 20.
Artesans are former farmers. Initial gold is achieved by food saled.
Farmers
Food (300 food) => Trade with miners (+20 gold,-20 food) and Trade with artesans (+20 gold,-20 food) and Trade with rulers/troops (+20 gold, -20 food) and Auto Consumption (-240 food) => Surplus (+60)
New trade generated = 20. Gold needs = 20.
Rulers/Troops
Taxes (40 gold by taxation at least) => Trade with farmers (+20 food, -20 gold) and Trade with artesans (+20 shields, -20 gold)
Rulers/Troops are no produtive people. Gold is achieved by taxation on farmers, the only one with surplus (food in this case) and in this example the minimun needs is 40 gold at maximum of 60, in a monetarized economy. If economy is not monetarized the taxation is on fod
New trade generated = 0. Gold needs = 0.
Society: Trade generated = 100. Gold needs = 60.
The entire society income is 340 and surplus is 20 gold. Their redistribution could have many forms.
This give the first example of policy choices. More or less taxation over farmers gives the to happiness.
2 - Non-locals Miners (2 tiles not connected), Artesans melting iron and Merchants
Artesans productivity increase and therefore produce surplus.
Non-local Miners
Raw Material (20 shields of iron) => Trade with artesans (+20 gold, -20 shields) => Trade with farmers (+20 food, -20 gold)
New trade generated = 40. Gold needs = 20. The less gold on economy due iron is compensate by more gold on economy due food.
Artesans
Products (30 shields of weapens) => Trade with rulers/troops (+20 gold, -20 shields) => Trade with farmers (+20 food, -20 gold) and Trade with merchants (-10 shields, +10 gold) => Surplus (+10)
Artesans are former farmers. Initial gold is achieved by sale food .
New trade generated = 50. Gold needs = 20. The aditional of 10 gold is non-local trade. Act's like exports.
Farmers
Food (300 food) => Trade with rulers/troops (+20 gold, -20 food) and Trade with artesans (+20 gold,-20 food) and Trade with miners (+20 gold,-20 food) and Auto Consumption (-240 food) => Surplus (+60)
New trade generated = 20. Gold needs = 20.
Merchants
Bonus (10 gold by bonus at least) => Trade with artesans (+10 shields, -10 gold)
Merchants are nomads. Gold is achieved by bonus resources on non sedentary tiles.
New trade generated = 0. Gold needs = 0.
Rulers/Troops
Taxes (40 gold by taxation at least) => Trade with farmers (+20 food, -20 gold) and Trade with artesans (+20 shields, -20 gold)
Rulers/Troops are no produtive people. Gold is achieved by taxation on farmers, the only one with surplus (food in this case) and in this example the minimun needs is 40 gold at maximum of 70, in a monetarized economy. If economy is not monetarized the taxation is on food or weapens.
Society: Trade generated = 110. Gold needs = 60.
The entire society income is 330 and surplus is 40 gold. Their redistribution could have many forms.
This gives another example of policy choices. A unique tax rate over all specialists or a diferentiation tax rate gives the way how government treat the factions of a civ. More or less taxation over farmers or artesans gives the happiness. Taxation on non-local trade ('export' or 'import') also is available.
Merchants aren't old caravan or trucks, even they act like that. With caravan and trucks we only have trade when they arrive destination here the merchants/nomads travel from place to place and increase trade between cities, even undirectly in early game.