Israelite9191
You should be reading
So, so, so, so, so too complicated.
The economics section is mainly reporting information, with few stats the player is able to adjust directly.
Some questions/comments:
-I think it's worth listing with GAE what % of the global economy the country makes up. This would allow evaluation of the influence of merchant navy and financial services relative to the influence of the country as a whole without having to rely on imprecise descriptors.
-You say that currency strength is "a numerical value comparing it to the global reserve", but you don't actually give a number in your sample stats. I assume the number will be % of global money supply that's held in the currency. Is that right?
-What does listing GRT tell you that the % of global trade doesn't (except for telling you total global GRT, which doesn't seem all that important)? It may well give useful information, but if so I don't know what that is (so it should probably be explained in the rules).
-If you're listing major external markets, shouldn't you list the major import markets in addition to export markets? Or at least make some way available of determining whether a state has a trade surplus or deficit (i.e. % of GAE of exports and imports).
-Are local economic conditions those found in the individual country or in its region?
-Finally, how good is your economic growth model? It seems rather ad hoc, which I suppose is really unavoidable. Does it give the proper historical amount of growth if tweaked properly?
I would like to know how an economic region is determined, where I can find sources historically for these regions, and how a region could be devalued to the point where it's not a region anymore.
Now Dis, I did read the "damn" thing and I'm sorry that you and I don't agree on this. I always think that building a specific model serves only to restrict the player's possible choices. No economic model comes even close to representing the real world, and no model on this forum, no mater how complicated, will be even remotely close to the complexity of macroeconomic models that try to do that. As a result I feel that you will run into too many problems with players wanting to do things outside of what your model allows.
And next time, when you ask for an opinion, be prepared to hear people disagree with you. If you wanted only praise you could have said that I wouldn't have mentioned anything.
Pie charts are an excellent idea.Thats an interesting idea, but might be hard to square with the GAE only being a subset of the true economic worth of the nation, I'm thinking of having some summary pie-charts somewhere at the end of the stats though now that you point it out (easier to autogenerate).
Per the rules, doesn't that number refer to government savings/reserves, not currency strength? Obviously currency reserves do affect the strength of the currency, but they're not the only determinant--trade balance is important as well.Well I did give a number (£15), and a summary pie chart at the end of the stats is a good idea.
Agreed. To avoid scarily large numbers, it might be worth just having a "transport capacity" stat, and giving each unit type a size/division, rather than worrying about the actual tonnage.The GRT is how much can be moved by your merchant marine to keep the nation supplied, and available in wartime. Your right though that the numerical amount of shipping power might be better placed in the military stats.
Understood. It does seem worth listing trade balance somewhere, though putting it in the currency section might be more appropriate.A numerical value for imports would be useful yes (and will be put in), but remember your major import market will be shown in the exports of other powers if you want to look it up.
-How do you calculate the values of external markets? If it requires a % breakdown of industries or trade partners, will you make that information available to the player?
Umm...isn't that untrue? If GP=BP=LC=GC=CU=0, then you get B(1+N(1,0.5)). Doesn't N(1,0.5) imply an average of 0.75, meaning growth is at 1.75% (in which case to get 1%/yr growth you want B(.25+N(1,0.5))As it is, assuming an absolutely stable global and local environment, and no good or bad policies under taken by the government, a westernized nation will grow at a mean rate of 1% a year.
Pie charts are an excellent idea.
Per the rules, doesn't that number refer to government savings/reserves, not currency strength? Obviously currency reserves do affect the strength of the currency, but they're not the only determinant--trade balance is important as well.
Agreed. To avoid scarily large numbers, it might be worth just having a "transport capacity" stat, and giving each unit type a size/division, rather than worrying about the actual tonnage.
Understood. It does seem worth listing trade balance somewhere, though putting it in the currency section might be more appropriate.
Also, you seem to have forgotten to answer this question:
Importers
Exporter Germany France Britain
KoSFN 0.01 0.005 0.006
Umm...isn't that untrue? If GP=BP=LC=GC=CU=0, then you get B(1+N(1,0.5)). Doesn't N(1,0.5) imply an average of 0.75, meaning growth is at 1.75% (in which case to get 1%/yr growth you want B(.25+N(1,0.5))
The more likely explanation, though is that I'm misinterpreting what N(1,0.5) means...
Dis, I think that the truth is that people like you and Symph just view NESes differently than I do. I prefer it to be a story in which over time the players can move their nation in a certain direction. Sometimes I purposefully undermine my nation, start socialist revolts, civil wars, etc. because it is a story. And as a result a single stat which allows the players to prioritize some area of development over another and also captures the relative sizes of the countries' economies is more to my liking.
Similarly I prefer military rules that are as simple as possible. I think that even giving the number of divisions in the military is a little bit too much.
Obviously this means that pretty much everything is decided by mod fiat. But then again, that's why we have good mods and I usually only join NESes that are run by people I trust.
If you would like actual economic input on this, let me know. I have to run right now but I will have some time tomorrow to type something up if you would like. And good job on putting together a very comprehensive rule set, even if it is not to my liking.
My bolding.Dis said:Something of a good catch, you both spotted somethign thats wrong and misinterpreted (which is my fault for bad explanations ). it should be N(0,0.5) meaning a value is sampled from a normal distribution of mean 0, and standard deviation 0.5. On average it shoudl have no effect, but can year by year move things up or down.
I did read the post, thank you very much. I understand that the burden is not on the players, but rather the Mod, which is precisely my worry. As a Mod, I have found that complicated rules = short, unfulfilling NES.What? Maybe you guys should read the damn thing - the player controls the tax rate (and structure), and can set some policies (of which you're only allowed a limited number), you are not able to micromanage things. Economic growth for the most part will be automatically calculated and outside the governments preview.
Half that text box is an example of what happens - not what you have to do.
I was simply stating what came to mind, which is that your rules were incredibly overcomplicated. I don't believe I was being unhelpful, I was saying very bluntly that I think the whole thing was overdone and overcomplicated. I'm sorry if I offended you, but when you post something in this forum you have to be prepared for people to disagree with you, say that they disagree with you, and do so very directly. I would appreciate if you would appologise for your rudeness to me as you have to Stormbringer.I apologize for a perceived rudeness (which was more directed at Izzies rather unhelpful 'so so so so...'),
I agree with this whole-heartedly.Dis, I think that the truth is that people like you and Symph just view NESes differently than I do. I prefer it to be a story in which over time the players can move their nation in a certain direction.