What's in a name? The "Economy"

What is an economy?

  • An economy is the sum of inputs and outputs.

    Votes: 22 20.0%
  • An economy is an economic strategy, based upon inputs and what is done with the outputs.

    Votes: 37 33.6%
  • An economy is something different.

    Votes: 12 10.9%
  • I don't care. I just want to play the game.

    Votes: 39 35.5%

  • Total voters
    110
Something close to that, yes.

- You are running priests in your ironworks city, probably with Ankor Wat so you can run a lot and get the hammer bonus.
I run whatever gives the most hammers when im building important wonders, meaning no specialists. Stonehenge and oracle will get me the first couple on their own. Priests are only run when building non-critical wonders or other items (pointless to increase overflow even more when building units for example, in this case priests are an overall benefit).

- When you have no wonders to build in the Ironworks city you are building gold.
Usually science. Gold usually only if im in the red, or if there is some tech or other i prefer getting for cash instead of tech.

I'm interested in what such a city looks like in the late game. Just how many hammers and gold does it produce.
In a recent game it was producing 500+ hammers on certain wonders, 700+ during golden age. This was a non-optimal city with quite a few coast tiles. When building science it was at 200something, about 250 i think it was. Not sure how much gold the prophets gave me (or how many i had for that matter).

Personally I'd prefer to give AIs techs - but ones that everyone else has and they are likely to acquire anyway. Giving them gold might let them buy another tech you don't want them to have - generally I think their bonuses let them use gold more efficiently than I can. But I may be wrong on this.
Situational. I have been experimenting with a pure hammer economy. Very flexible, incredible for war, but doesnt give me the beaker edge cottages would. Fully teched watermills might be able to compete by running specialists from the extra food, but you have to get to that point first.

If the AI wants some backward tech then thats safe enough. But if it wants, say, rifling for some other tech around the same cost, then its much preferable to pay gold instead.

And finally, note that my recent games have all been experimental, still working out all the little kinks. Unfortunately it will be a month before i have a chance to play another game and continue working on this.
 
I'm getting a little frustrated... when a statement is made, and responded to, then the original person responds by contradicting the first statement and asks what's this go to do with the topic.... Anyway I may not participate in the discussion as freely. You guys go for it. :)

So Wodan,

There's something you were saying that's meshing with some stuff Otaku was talking about as well. He had mentioned inputs and outputs. You'd been talking about descriptions of economies as mixes of other sub-types. It got me thinking, how could I describe an economy assuming that I chose to define Economics as the study of inputs and outputs in Civ4.

How's this look?

An economy is concerned with inputs and transforming those to outputs it can use. Otaku talked about food, commerce, and hammers as input. I would say that GP might be considered a transitive element, or possibly an input. Outputs would be gold, science, hammers, espionage, and culture since all of those can be used to effect the game.
That still doesn't quite do it for me. Just off the top of my head, there are plenty of things that directly supply outputs. e.g., Spiral.

So, the definition needs to say: Here are inputs, outputs; the "economy" deals with the management of the inputs, outputs, and anything that provides or modifies any of them, and utilizing either the process or the outputs to achieve the realization of specific goals (which are established by the player and vary from game to game).

Something like that.

The examples seem good.

Wodan
 
I'm getting a little frustrated...

:agree:

Not only is the discussion over the organization and validity of Ibian's economy going in circles, but it's completely off-topic based on this thread's OP and title.

As a friendly reminder, this is the driving question behind this thread's topic:

Is an economy the sum of inputs and outputs? Or is an economy a strategy about what you do with what's left of the output after the essentials have been taken care of? Is it something different, or do you just not care?

This thread is supposed to be for discussing what an "Economy" in general is -- not what your specific economy is.

So to anyone who wants to continue discussing Ibian's economic model, I kindly and respectfully request you please do so in another thread.


Sincerely,

OTAKUjbski
 
That still doesn't quite do it for me. Just off the top of my head, there are plenty of things that directly supply outputs. e.g., Spiral.

Just as clarification, is that to argue in favour of considering Spiral/etc. as an input?


I think of the inputs and outputs as [Game Mechanics] elements which exist in every economy and, in fact, cannot be avoided.

To clarify my thought process on defining "inputs", "output" and any other "transitive" elements, this is how I think of the Civ4 Economy:

  • Step 1: Input; :food:, :hammers: & :commerce:. These are the 'raw' elements tiles generate.

    No matter what type of game you play, you cannot escape these elements starting from Turn 0.
  • Step 2: Processing; sliders, tile improvements, citizens, buildings, Wonders, Civics, etc. These are the 'methods' or 'tools' through which the raw elements are multiplied and/or converted. More specifically, these are things which directly provide or cause the provision of an input or output element.

    Though many of these are used in every game, most are optional and ultimately depend on the type of economy being run.
  • Step 3: Output; :hammers:, :gold:, :science:, :espionage:, :culture:, :gp:. These are the 'currency' used for acquiring goods (incl. technologies) in Civ4.

    Though some economic models stress the generation and use of one of these six elements over the others, they are all damn-near impossible to avoid throughout the normal progression of any game. (It's for this reason no economy should be defined based solely on these elements.)​

    EDIT: I include :culture: with the other 5 outputs very lightly, because culture isn't really used to acquire anything by the definition of 'currency' I used above (it's probably more akin to a military unit in the respect it acquires land). Also, somewhere within Step 3 & 4 exist :), :mad:, :health: & :yuck: -- all of which are closely related to :culture: in that they are 'enabling' output elements.

  • Step 4: Use, abuse & Reuse; anything from a unit to a World Wonder. These are the 'goods' purchased throughout the course of the game. And, in the specific case of "Reuse", any 'transitive' good [belonging in Step 2 as a 'tool'] which directly provides or causes the provision of an input or output element (esp. Corporations, World Wonders and Great People).

    By definition, everything in Civ4 can be a transitive element. However, it's my opinion if the particular element isn't utilized as part of a recurring and integral theme (esp. one unique to that particular economic model), then the economy shouldn't be defined according to that element. (For example, units for the "Pillage & Raze Economy", or Great People in the "Settled Specialist Economy" (aka "Wonder Economy"), or certain Religious Wonders in the "Religious Economy", etc.)​

So, the definition needs to say: Here are inputs, outputs; the "economy" deals with the management of the inputs, outputs, and anything that provides or modifies any of them, and utilizing either the process or the outputs to achieve the realization of specific goals (which are established by the player and vary from game to game).

Something like that.

So, would you agree the "Economy" is primarily Steps 2 & 4 (with Step 4 weighing in more on the strategy side of the table)? (As clarification: I think Steps 1 & 3 are too broad to be used alone but certainly help when defining an economic model.)


How's that sound?
 
Another person getting a bit frustrated here. A debate will go nowhere with someone persistently contradicting themselves and then saying "what's your point" when I point out what they've said doesn't make sense. Some attempt at presenting reasoning instead of straight denial would also be useful. "Not really, no" is not of any value. I won't waste any more of my time on this until you present some actual reasoning in reponse to my argument in the previous post, and in support of yours, Ibian.

Now, I think it's time to get back on topic.
 
So, would you agree the "Economy" is primarily Steps 2 & 4 (with Step 4 weighing in more on the strategy side of the table)? (As clarification: I think Steps 1 & 3 are too broad to be used alone but certainly help when defining an economic model.)


How's that sound?

Maybe correct but probably fairly useless IMO. Unless you tell someone enough that they know what you are doing for steps 1-4 then you haven't told them enough about your economy/strategy/economic strategy (might be the best term) for them to know what you are doing.

And because of this we get all these threads saying an SE is better than a CE or vice versa when each different SE proponent is running a totally different strategy and arguing an SE can do this or that - all of which might be true, but not in the same game. And likewise for CEs.
 
Ibian,

Thinking more about gold for tech I think its a really bad idea unless the gold is gold you did not sacrifice your own science output for. Eg shrine/prophet gold if you are running 100% science, or pillage gold or gold received from another AI in trade.

If you have a choice between:

a) Investing 1000 beakers to gain a tech and then trading for a 700 beaker tech.
b) Buying the 700 beaker tech by raising 1000 gold (and forgoing 1000 beakers)
c) Investing 500 espionage points and stealing a 700 beaker tech.

Option a leaves you with 1700 beakers worth of techs and the AI with 1700 beakers worth of techs. You both advance rapidly. Neither of you lose anything since you don't forget the techs you trade. You can also trade this 1000 beaker tech with other AIs making your total beaker gain even higher than any AI.

Option b leaves you with 700 beakers worth of techs and the AI with 700 beakers worth of techs plus 1000 gold. In this case the AI has traded something which they haven't lost for something which you have lost. I would argue they have come out well ahead. And you have only a 700 beaker tech instead of the 1000 beaker tech you could have researched yourself. And you don't have the option of trading the 1000 gold to more than one AI.

Option c leaves you with a 700 beaker tech and them with a 700 beaker tech. But you invested less than they did to get it so you come out ahead. Great for catching up, but less good if you are the tech leader since you didn't research a 1000 beaker tech that you can trade with other AIs.

All the options have the ability to ontrade the 700 beaker tech depending on the tech brokering setting. So we can discount that.

Based on the above when would you ever want to buy techs with gold? Unless you were running 100% and still generating gold.
 
Just as clarification, is that to argue in favour of considering Spiral/etc. as an input?
Absolutely.

I think of the inputs and outputs as [Game Mechanics] elements which exist in every economy and, in fact, cannot be avoided.
There's some justification to that but I don't buy it. You're correct that only a small minority of games may have something such as Spiral, but when you do have it, it has a HUGE impact upon your economy. Any definition of economy for that game simply must include the Spiral.

So, would you agree the "Economy" is primarily Steps 2 & 4 (with Step 4 weighing in more on the strategy side of the table)? (As clarification: I think Steps 1 & 3 are too broad to be used alone but certainly help when defining an economic model.)
Well, personally, I don't see the value of Step 4. As you said yourself, literally everything in Civ could be considered to fall under Step 4, and, by extension, everything in Step 4 could be considered to fall under one of the other Steps. Such as how I say Spiral is part of Step 1.

As for Step 2, I would definitely say it's part of the definition of the economy. It's not simply the raw materials and the goods, it's the method of transformation. This is especially important because the method of transformation determines what goods you get and how much of them.

The whole point of talking about an economy is to discuss how to implement it as well as how to change it so that you improve the goods you get. Both of these things inherently require your Step 2.

So, I guess I'm sticking to my story. ;)

Wodan
 
There's some justification to that but I don't buy it. You're correct that only a small minority of games may have something such as Spiral, but when you do have it, it has a HUGE impact upon your economy. Any definition of economy for that game simply must include the Spiral.

... Such as how I say Spiral is part of Step 1.

I'm probably just playing with semantics now, but I just want to clarify and be certain ...

I completely agree any building/Wonder/etc. which has a HUGE impact upon the economy (such as the Spiral Minaret in a "Religious Economy") MUST be part of the economy's definition.

However, those buildings/etc. are not inputs, because they cannot be directly converted into anything by anything. Therefore, they cannot be part of Step 1 (they're part of the more important Step 2).

Those devices are neither the input nor the output ... they are the means by which the input is transformed into the output. Those 'tools' are part of Step 2, since they "directly provide or cause the provision of an input or output element".

As for Step 2, I would definitely say it's part of the definition of the economy. It's not simply the raw materials and the goods, it's the method of transformation. This is especially important because the method of transformation determines what goods you get and how much of them.

IMO, defining and understanding Step 2 is probably the most important part of discussing any economy.

Well, personally, I don't see the value of Step 4. As you said yourself, literally everything in Civ could be considered to fall under Step 4, and, by extension, everything in Step 4 could be considered to fall under one of the other Steps. Such as how I say Spiral is part of Step 1.

...

The whole point of talking about an economy is to discuss how to implement it as well as how to change it so that you improve the goods you get. Both of these things inherently require your Step 2.

Step 4 is the implementation step ... it explains how 'output' elements are "recycled" back into the economy to make it better.

I think Step 4 is valuable to understand, because it explains where most of the elements of Step 2 are coming from (especially later in the game). In a sense, it could be viewed as an extension of Step 2 in that it allows for the 'output' elements to be reinvested into the economy.

For example, an economy can use Engineer Specialists to convert [input] surplus :food: into [output] :hammers: and :gp:. That alone explains Steps 1-3 ... but it says nothing of how or why that's benefitting the economy any more than any other economic model. By continuing on to Step 4 explaining the use of the :hammers: and :gp: to build a Temple and a Great Engineer (for the Spiral Minaret), the economic strategy becomes fleshed out -- making it easier to understand how the circle is completed (:food: -> :hammers: & :gp: -> Temple & Spiral Minaret -> :gold:).​
 
I must assert that some buildings and wonders be considered as at least producing inputs, though I would just class them as inputs.

Courthouses produce :espionage:, wonders produce :gp:, several things produce :commerce: in one way or another.

That's why I think I'm classifying them as inputs in my mental maps.

-abs
 
Just as clarification, is that to argue in favour of considering Spiral/etc. as an input?


I think of the inputs and outputs as [Game Mechanics] elements which exist in every economy and, in fact, cannot be avoided.

To clarify my thought process on defining "inputs", "output" and any other "transitive" elements, this is how I think of the Civ4 Economy:

  • Step 1: Input; :food:, :hammers: & :commerce:. These are the 'raw' elements tiles generate.

    No matter what type of game you play, you cannot escape these elements starting from Turn 0.
  • Step 2: Processing; sliders, tile improvements, citizens, buildings, Wonders, Civics, etc. These are the 'methods' or 'tools' through which the raw elements are multiplied and/or converted. More specifically, these are things which directly provide or cause the provision of an input or output element.

    Though many of these are used in every game, most are optional and ultimately depend on the type of economy being run.
  • Step 3: Output; :hammers:, :gold:, :science:, :espionage:, :culture:, :gp:. These are the 'currency' used for acquiring goods (incl. technologies) in Civ4.

    Though some economic models stress the generation and use of one of these six elements over the others, they are all damn-near impossible to avoid throughout the normal progression of any game. (It's for this reason no economy should be defined based solely on these elements.)​

    EDIT: I include :culture: with the other 5 outputs very lightly, because culture isn't really used to acquire anything by the definition of 'currency' I used above (it's probably more akin to a military unit in the respect it acquires land). Also, somewhere within Step 3 & 4 exist :), :mad:, :health: & :yuck: -- all of which are closely related to :culture: in that they are 'enabling' output elements.

  • Step 4: Use, abuse & Reuse; anything from a unit to a World Wonder. These are the 'goods' purchased throughout the course of the game. And, in the specific case of "Reuse", any 'transitive' good [belonging in Step 2 as a 'tool'] which directly provides or causes the provision of an input or output element (esp. Corporations, World Wonders and Great People).

    By definition, everything in Civ4 can be a transitive element. However, it's my opinion if the particular element isn't utilized as part of a recurring and integral theme (esp. one unique to that particular economic model), then the economy shouldn't be defined according to that element. (For example, units for the "Pillage & Raze Economy", or Great People in the "Settled Specialist Economy" (aka "Wonder Economy"), or certain Religious Wonders in the "Religious Economy", etc.)​



So, would you agree the "Economy" is primarily Steps 2 & 4 (with Step 4 weighing in more on the strategy side of the table)? (As clarification: I think Steps 1 & 3 are too broad to be used alone but certainly help when defining an economic model.)


How's that sound?

Interesting approach but I think about this slightly differently. You seem to be considering individual tiles or inputs as the basis of your economy. That seems to be too low a level of detail. I would say that most of your economy is better described and analysed at the level of your cities. Your whole economy then becomes the sum of the effects of all your cities. This approach is supported by the F1 and F2 screens. Most economic multipliers occur at the level of cities.

A few effects such as civics (except Bureaucracy), traits and some wonders affect all your cities and are therefore global. All inputs from tiles, specialists and buildngs are applied to the individual cities. Some outputs such as beakers, gold and EPs are accumulated and used at the global or empire level. But other outputs are specifically applied to individul cities and cannot simply be combined. These outputs are culture, GPPs and hammers.

Culture is applied to each city tile and spreads concentrically over time to the surrounding tiles.
The GPPs from specialists and wonders are accumulated in each city's GPP pool and a GP is produced when this total matchs the global total.
Hammers are a special case as they can be used for several things to build buildings in the city, build units or to make beakers, gold or culture.


So I would argue that GPPs and Hammers are not outputs from the economy but intermediate or holding values. They are applied to other things that can be outputs. The output of a city is better expressed as a GP rather than GPPs per turn. We don't get anything useful until the GP appears. The same applies to most uses of hammers. Hammers applied to a building or unit are not useful until the building or unit is completed.

Hammers (including whipping and chopping and drafting) have several uses, some are outputs from the economy and others are investments in the economy (and not outputs as such). The hammers that are output from a city and hence your economy includes military units and non military units and some wonders that have a global effect. But hammers invested in buildings and some wonders (e.g Great Library) that boost the economy of the city they are built in then they are investments and not outputs. So a library or a forge boost your economy and contribute to economic growth (a good thing) but they express themselves over time as an improved output of beakers or hammers over time.

Hammers give economic outputs when they are used to build, wealth, research or culture and also when overflow hammers are turned to gold (see vale's article) and when another civ completes a wonder the hammers invested are turned to gold.
 
I'd just like to thank everyone who's participated in this thread thus far. Though I decided to opt of the debate this time, I am enjoying it. Some good, thought provoking stuff.

Well, from the good debates, at least. :p
 
UncleJJ your analysis makes a lot of sense to me. I also agree with your terminology and how you presented concepts such as investing in the economy.

Wodan
 
Here are some more thoughts on what constitutes an economy from my perspective.

I divide my overall game strategy into 3 broad areas or strategies; military strategy, diplomatic strategy and economic strategy. These strategies deal with how I manage the various assets they're concerned with.

The military strategy deals with military assets which are basically units and a few other things like walls and castles in some cities (increases defences) and forts used to speed up naval units or base aircraft. The strategy relies on scouting and espionage to gather military information on my rivals. Occassionally culture can become a mlitary asset by increasing defences of my cities and by controlling tiles. The level of culture can also affect war weariness. My military strategy concerns itself with acquiring miltary technologies (e.g. HBR) and resources (horses) that allow a military asset to be built (e.g. Horse Archer). It is the responsibility of my economy to provide these military assets. It is the responsibility of my military to protect my economy and to acquire more economic assets through conquest. Its strength is measured in relative terms compared with the potential of other civs.


The diplomatic strategy is concerned with the other civs I've met and my relationships with them. Diplomatic assets include the diplomatic modifiers which influence relationships. Building up goodwill with some civs to facilitate trading and miliary support and isolating other civs are important diplomatic objectives. In some senses having Monte as a friend who hates Kyros is a diplomatic asset which can help with acquiring various other economic and military assets and even further diplomatic assets such as the modifier for commomn military struggle. Gifting a technology or giving in to another civs demand gets a diplomatic bonus and increases the diplomatic assets (at a cost).

The economic strategy concerns itself with the management of my cities which are the main level I consider my economy to be at. The economic assets are the cities themselves. They take their inputs from the surrounding tiles and turn those into economic outputs and for development of the city itself. Each city has its own sub section of the overall economic strategy depending on its specialisation and how long it has been in my possession. In other words, in principle at least, I manage each city individually according to its own development needs and the needs of the overall economy for economic outputs. The ideal development plan for a city is often heavily compromised by the requirements of other strategic objectives.

As I outlined in the previous post in this thread I see the output of my economy as the sum of several types of asset that can accumulate over time at the global level and are not associated with particular cities:

a) beakers (invested in technologies)
b) gold (tradeable and a store of value)
c) EPs (invested against other civs)
d) Military units and non military units

The individual cities also accumulate things at the local level, culture and infrastructure and tile improvements:

e) culture in city tile and spreads culture to surrounding tiles
f) Infrastructure (buildings and wonders) from hammers
g) Infrastructure (buildings and settled specialists) from GPs
h) cottage growth and other improvements

I'm undecided as to whether items e, f, g and h are really economic outputs. I think they might be better described as providing economic growth or growth in potential and as such are important economically but they are not outputs as such, they are investments and maybe best considered inputs as others have suggested.

Beakers, (item a) are in some senses not an economic output either, since they are not useable on their own but like hammers they are an intermediate output. They become an asset (and a useable output) when they are turned into a completed technology. However it is possible to trade for a partly researched technology so in that sense beakers can be an output.

So I think of my civilisation as having 3 broad areas that interact and influence each other. None of them is really more important than the other and all 3 are required to win the game. In that scheme I would define my economy as the means by which I produce the assets needed to carry out a competative military and diplomatic strategy as well as develop itself by investment. Acquiring technology is an important part of developing my military, diplomatic and economic strategies but it is not the only consideration and reducing the definition of my economy to merely that aspect makes no sense to me.
 
Hrmmm, some thought provoking stuff there UncleJJ.

Would you be happier if we broke outputs down into Local Outputs and Global Outputs? So :culture:, :hammers:, and :gp: would be local outputs while :gold:, :espionage:, and :science: would be considered global outputs.

I think I agree that outputs should be defined as what you use to buy "goods", where goods are defined as something you use to aid your game. Technology would be a good, as would culture on a tile, or military units. In the case of some goods, like wonders, you may find that the good produces inputs as well.

I think all inputs are probably local. And I'm starting to think that perhaps economy should be defined at a city level rather than a civ level. The real game-play that happens almost always includes a hybrid-style economy with some cities playing different roles. But I need to think about this a bit more.

It's got me chewing on it though. Maybe I'll get all in place more and make a new post without the acrimony.

-abs
 
Acrimony? I don't think anybody got really nasty or anything. Feel free to mull over, but don't hesitate to post when you're ready!

Wodan
 
Wow ... a lot of good input this morning ... (sorry in advance for this wall of text)

I must assert that some buildings and wonders be considered as at least producing inputs, though I would just class them as inputs.

I'm undecided as to whether items e, f, g and h are really economic outputs. I think they might be better described as providing economic growth or growth in potential and as such are important economically but they are not outputs as such, they are investments and maybe best considered inputs as others have suggested.

It appears my semantics are more confusing than you guys', but I think we're simpatico, so I'm not sure it matters.

To me, "inputs" are only the raw materials used and not the objects that create or supply them. Those supplying objects are "tools" to me.

I think it's valid to separate and define these independently, because talking about one doesn't necessarily mean talking about the other.

For example, if I say "you need commerce", this could be interpreted as "you need ________":
  • trade routes
  • cottages
  • commerce resources
  • Bureaucracy
  • Free Speech
  • Paper
  • {insert any other tool that generates commerce here}

Similarly, talking about many of the tools doesn't constitute talking about an 'input' at all:
  • Temples + University of Sankore = culture & gpp (local outputs) & science (global output)
  • Merchant Specialist = gpp (local output) & gold (global output)
  • etc ...

Interesting approach but I think about this slightly differently. You seem to be considering individual tiles or inputs as the basis of your economy. That seems to be too low a level of detail. I would say that most of your economy is better described and analysed at the level of your cities. Your whole economy then becomes the sum of the effects of all your cities. This approach is supported by the F1 and F2 screens. Most economic multipliers occur at the level of cities.

I completely agree, which is probably why I went into as much detail. When specializing cities, I basically decide whether it will focus on [surplus] food, production or commerce -- hence the 3 'raw' inputs of :food:, :hammers: and :commerce:.

I think how the cities then use those raw inputs is what matters most when defining an economy, though. This is my Step 2, and it sounds like this is where most people begin defining their economy.

A few effects such as civics (except Bureaucracy), traits and some wonders affect all your cities and are therefore global. All inputs from tiles, specialists and buildngs are applied to the individual cities. Some outputs such as beakers, gold and EPs are accumulated and used at the global or empire level. But other outputs are specifically applied to individul cities and cannot simply be combined. These outputs are culture, GPPs and hammers.

Would you be happier if we broke outputs down into Local Outputs and Global Outputs? So :culture:, :hammers:, and :gp: would be local outputs while :gold:, :espionage:, and :science: would be considered global outputs.

...

So I would argue that GPPs and Hammers are not outputs from the economy but intermediate or holding values.

I feel like I'm on the verge of an epiphany ...

This seems to make more sense now. There are definitely local and global 'tools' (i.e., Broadcast Tower vs Eiffel tower or National Epic vs Parthenon).

This explains why I was starting to think :culture: and :gp: didn't really fit my output mold -- because they are both local outputs with limited/situational global economic impact.

I like the idea of separating and discussing local vs global tools separately, since local tools have far less bearing on the general economy than the global tools and thus explain very little about the economy as a whole.

NOTE: This is not to say local elements should be dismissed, because in certain cases like a Specialist Economy (for example), the local tool of a specialist becomes a global element since they are used in the majority of the empire's cities.

Hammers give economic outputs when they are used to build, wealth, research or culture and also when overflow hammers are turned to gold (see vale's article) and when another civ completes a wonder the hammers invested are turned to gold.

If :hammers: are redefined as a local output, then they don't "rank" for discussion unless the 'goods' they go towards producing affect the global economy. Likewise with :gp:, since only points which produce a Great Person actually matter and have a global affect.

So in both cases, only discussing the local outputs of culture, hammers, and gpp when they have affect on the global economy would reduce the amount of 'transitive' outputs greatly.


This is sounding better to me so far ... whatcha think?

I divide my overall game strategy into 3 broad areas or strategies; military strategy, diplomatic strategy and economic strategy. These strategies deal with how I manage the various assets they're concerned with.

:agree:

As I outlined in the previous post in this thread I see the output of my economy as the sum of several types of asset that can accumulate over time at the global level and are not associated with particular cities:

See 'epiphany' above.

I think I agree that outputs should be defined as what you use to buy "goods", where goods are defined as something you use to aid your game. Technology would be a good, as would culture on a tile, or military units. In the case of some goods, like wonders, you may find that the good produces inputs as well.

I think all inputs are probably local.

(Based on that last sentence, I'm hoping the top of my post makes more sense where I'm coming from.)

Definitions: 'local' = "city level", 'global' = "national level".​

All 'inputs' are local.

Most 'tools' are local.

Many local tools have global effects (esp. Wonders).

Some outputs are local (:hammers:, :culture:, :gp:).

Most local outputs are used to purchase local 'goods'.

Some 'goods' have value to the economy and can be defined as 'tools'.

Some outputs are global (:science:, :gold:, :espionage:).

Most global outputs are used to purchase global 'goods'.

Most global goods (esp. Technologies) are used in support of a particular strategy.

(BTW, that's just a general list of ideas.)

And I'm starting to think that perhaps economy should be defined at a city level rather than a civ level. The real game-play that happens almost always includes a hybrid-style economy with some cities playing different roles. But I need to think about this a bit more.

Lollerskates.

I've been trying to define the economy on a more city-related level, and Wodan and UncleJJ's arguments have me thinking I should back out a little and use a more general, post-city level approach.

It looks like we're both in that boat, LOL.
 
How do you factor in :health:, :yuck:, :) and :mad:?

They all seem to be local economic factors, but each of them can be affected on either a local or global level.
 
How do you factor in :health:, :yuck:, :) and :mad:?

They all seem to be local economic factors, but each of them can be affected on either a local or global level.
IMO, :health: and :) are basic inputs -- they belong in your step 1, if not before that. They are the currency in which citizen upkeep is paid -- e.g. a citizen working a mined grassland hill is a means of converting
1:health:1:)1:food: ---> 3:hammers:
 
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