Trade-peror
UET Economist
@deo:
Sorry, these posts do get rather lengthy, but please read them if you ever find the time! By the time everything is worked out, this system could be one of the greatest Civ changes ever!
Anyway, I do of course advocate including techs that will improve the efficiency of the various parts of the economy and the production sources.
If there are any specific details you suggest, please post them!
@Zurai:
Sorry, I do not quite understand what you mean by the very small dissatisfied:satisfied ratio. Could you please clarify what that might be and its relevance to my trade system? Thanks! I would greatly appreciate if you gave me a chance to try to demonstrate that my system is not a grand example of too much complexity, not enough gameplay.
@ Shyrramar:
I agree that my system may *seem* too complex already simply because it is being evaluated and argued on so many abstract levels! Lets just leave some ideas alone for a while
Wow it seems as if a number of issues we have essentially taken care of. What a gratifying achievement! We should congratulate ourselves for sorting so many things out by logic and then accepting the conclusion
But, of course, not everything is completely clear.
First, I would like to say that I have ARBITRARILY left individuals out of the economic calculations, for a simple and unfortunate reasonour computers may not be able to handle that complex of an economy yet. I of course do not actually think that cities experience no internal trade, I merely deem computer games unready right now for an economy so realistic that it is a functional model of the real world (although we could become prophets if we did
).
Anyway, I would also like to say that the basic law that governs my considerations about this economic system is that the overall economic wealth of an economy is frequently changing forms from monetary to potential wealth and vice versa, but the overall wealth never changes except with the passage of time, whereby it increases (this last clause is the Earth yields free resources effect, which I have explained in previous posts, and which I hope make sense). Side note: does that not sound so much like the First Law of Thermodynamics (Conservation of Energy) with the exception of the last clause?
Also, I also looked back at some of your previous posts, and I discovered that I have not addressed the issue of hurrying production versus subsidization. I agree that paying a lump sum in one turn and spreading the increased costs over time essentially produce the same effect, but I prefer my system for the simple reason that it holds all of the construction material accountable. What I mean is, with my system, every shield can be traced back to the basic principle of the earth producing wealth. Since subsidization involves using federal funds to help a city purchase more shields from the market, and since the markets supply is derived directly from the surpluses of other cities, it is clear that every shield ultimately came from a worker in a city working a tile. With Civs system, the shields basically come out of nowhereor the money, which makes no more sense either. Where do the purchased shields come from? Or is the rushed project finished by substituting gold for all of the remaining building materials (I used to wonder whether in Civ many of my improvements should be made of gold, since I would sometimes buy large numbers of improvements per turn with my production-poor but road-rich cities ). The subsidization system prevents production-poor civilizations from escaping such defects in their economy through substituting gold, but subsidization is not so much a matter of rushing a project but simply buying more shieldsand the shields must first exist to be bought. When I find time to discuss foreign relations later, this notion of a limited rushing supply will have important effects, for example, on warring civs that will strive to keep shipping lanes open and trade agreements intact for the simple reason of enlarging their pool of available shields for purchase. Hopefully all of that made sense but if not, then please point out any vague points or faulty logic!
Finally, and this is off-topic, but are you sure that gravitational fields dont affect subatomic particles? Besides, weight is a force, so somehow I dont really find it so unusual that the atom might have weight but the parts of the atom dontisnt it really just a matter of the gravitational force not being strong enough to reach atoms? That might be a totally wrong conclusion (it has been a while since we did that unit at school), but if it isnt, then I am not really shocked.
Whatever the case may be, I still appreciate any thoughts, comments, and questions on my economic system or if you really want to talk about nuclear physics
Sorry, these posts do get rather lengthy, but please read them if you ever find the time! By the time everything is worked out, this system could be one of the greatest Civ changes ever!
Anyway, I do of course advocate including techs that will improve the efficiency of the various parts of the economy and the production sources.
If there are any specific details you suggest, please post them!
@Zurai:
Sorry, I do not quite understand what you mean by the very small dissatisfied:satisfied ratio. Could you please clarify what that might be and its relevance to my trade system? Thanks! I would greatly appreciate if you gave me a chance to try to demonstrate that my system is not a grand example of too much complexity, not enough gameplay.
@ Shyrramar:
I agree that my system may *seem* too complex already simply because it is being evaluated and argued on so many abstract levels! Lets just leave some ideas alone for a while
Wow it seems as if a number of issues we have essentially taken care of. What a gratifying achievement! We should congratulate ourselves for sorting so many things out by logic and then accepting the conclusion
But, of course, not everything is completely clear.
First, I would like to say that I have ARBITRARILY left individuals out of the economic calculations, for a simple and unfortunate reasonour computers may not be able to handle that complex of an economy yet. I of course do not actually think that cities experience no internal trade, I merely deem computer games unready right now for an economy so realistic that it is a functional model of the real world (although we could become prophets if we did

Anyway, I would also like to say that the basic law that governs my considerations about this economic system is that the overall economic wealth of an economy is frequently changing forms from monetary to potential wealth and vice versa, but the overall wealth never changes except with the passage of time, whereby it increases (this last clause is the Earth yields free resources effect, which I have explained in previous posts, and which I hope make sense). Side note: does that not sound so much like the First Law of Thermodynamics (Conservation of Energy) with the exception of the last clause?

Also, I also looked back at some of your previous posts, and I discovered that I have not addressed the issue of hurrying production versus subsidization. I agree that paying a lump sum in one turn and spreading the increased costs over time essentially produce the same effect, but I prefer my system for the simple reason that it holds all of the construction material accountable. What I mean is, with my system, every shield can be traced back to the basic principle of the earth producing wealth. Since subsidization involves using federal funds to help a city purchase more shields from the market, and since the markets supply is derived directly from the surpluses of other cities, it is clear that every shield ultimately came from a worker in a city working a tile. With Civs system, the shields basically come out of nowhereor the money, which makes no more sense either. Where do the purchased shields come from? Or is the rushed project finished by substituting gold for all of the remaining building materials (I used to wonder whether in Civ many of my improvements should be made of gold, since I would sometimes buy large numbers of improvements per turn with my production-poor but road-rich cities ). The subsidization system prevents production-poor civilizations from escaping such defects in their economy through substituting gold, but subsidization is not so much a matter of rushing a project but simply buying more shieldsand the shields must first exist to be bought. When I find time to discuss foreign relations later, this notion of a limited rushing supply will have important effects, for example, on warring civs that will strive to keep shipping lanes open and trade agreements intact for the simple reason of enlarging their pool of available shields for purchase. Hopefully all of that made sense but if not, then please point out any vague points or faulty logic!
Finally, and this is off-topic, but are you sure that gravitational fields dont affect subatomic particles? Besides, weight is a force, so somehow I dont really find it so unusual that the atom might have weight but the parts of the atom dontisnt it really just a matter of the gravitational force not being strong enough to reach atoms? That might be a totally wrong conclusion (it has been a while since we did that unit at school), but if it isnt, then I am not really shocked.
Whatever the case may be, I still appreciate any thoughts, comments, and questions on my economic system or if you really want to talk about nuclear physics
