Meleager said:
And then procede to suggest a model with far more to do than my own.
Dude. Chill out. Don't be so adversarial. It's not you or me in a death match.
Meleager said:
3 civs is enough to have a lot of movement in the supply and demand. More civs may provide more stability - but also in some cases more "jumpiness". All you really need for a growing economy is for supply to be less then demand.
In some ways, sure, but if you're in a game with 3 other civs, you're not going to want to treat them equally. You're going to want to be especially nice or mean to one or the other. Yes, you can modify the default to have special treatment for certain civs, but I figure you'll do that for every civ for games with less than 6 or 7. I figure you'd have to be in contact with 10 or more civs before you're willing to take the "market price" most of the time. So if you're going to be meddling with the market most of the time, I don't see much benefit in having a market that sets default prices.
Meleager said:
I'm not quite sure what you are trying to say here? The debt system does have some advantages over the civ3 model...
1. It takes away the work of going into diplomacy
2. It makes going into dept easier
Same reasoning as above.
Meleager said:
I think a city based model is far to complex. Though I am sure trade preror would disagree.
I guess it depends on how the complexity is constructed. I see complexity arising from having many cities each trading with each other, but each individual city's economy is relatively simple. The model you suggest has the complexity at a higher level. It's hard to be objective about complexity when you're just using plain old English. However, if we were to write code to implement our ideas, then it might become more apparent.
The way I envision it, a player wouldn't ever purchase luxuries or special food types. The player would just attempt to set up the conditions where such things would happen. The citizens would do the rest and the player would tax the trade thus generated. If luxuries make people happy, unhappy people will try to buy them. You don't have to think, "oh, the citizens of Nottingham are unhappy, so I'll buy them some silks." It just happens (assuming you have the agreements).
Meleager said:
The spreadsheet "player" would exist no matter what you do. The easiest way to take it out is to increase the amount of data the player is given but tuck it away somewhere. A budjet forces the player to do more higher-level stratagy.
Increasing the amount of data until it's unmanageable is certainly an easy way to do it. Another way to do it is to make the calculations really simple and intuitive so you don't need a spreadsheet to figure out what's going to happen. You suggest making it more complicated than a spreadsheet can reasonably handle, while I suggest making it simple enough that a spreadsheet is unnecessary.
Meleager said:
Clases of citizens sound elitist!? I didn't expect it to be controvesial, it is just exists to represent changes in citizen wealth. The rescources are to increase the work (challenge) that has to be done to get the rewards (more money). I shall wait till I get to your section below though to see if you have a better idea.
I guess I read that part a little too quickly. I assumed (incorrectly) that there was an effect on other types of productivity also.
Meleager said:
Posting in new threads would be more confusing...
1. I only changed the trade in this recent change and putting that in a new thread and linking back would be confusing...
2. Coping over all the info would be duplication of information
3. It would be difficult for people to keep track of it
4. You could end up with several versions alive at the same time
5. It almost equates to spamming
You could ask the mods to close the old thread. You could also post a new version at the end of the thread and edit the first post to be a pointer to that so it is clear what's old and what's new without making later replies incomprehensible.
Meleager said:
Trade is "semi-automatic", your trade advisor can calculate the cheapest luxury combination and buy strategic rescourses as you need them. Nations can make special trade agreements through the use of futures. Dont want to sell iorn -> just tell your advisor not to (stop all supply).
I want to eliminate purchasing of commodities at a top level in favor of something that models (at a macro level) the actions of private parties in a market-based economy. I believe your attempt to merge a state-controlled economy with a market is neither fish nor fowl.
Futures would mess people up. I don't think people would know how to deal with them.
Meleager said:
Sounds like "more to do".
Or less to do, since you wouldn't have to worry about getting ahold of a particular resource and the realism clash. But those are smaller things that I'm not very attached to.
Meleager said:
Sounds like UE2 (linky on trade preror's sig not far above).
I'll have to read about that.