absimiliard
Warlord
I think
and :happiness:, at least, are complex variables. They are both made up of local and global factors combined.
With
the global factors all appear to be global in scope. If you have wheat, ever city has +1
. The multipliers generally seem to be local. If you have a granary IN THAT CITY then you get another +1
. The negatives, unhappiness and un-health seem to be all local, with the emancipation penalty as at least one exception. Although the negatives can be modified by global factors.
I'm not sure how to convert them. Maybe with corps in the late game. Something to consider.
Oh, and Otaku, I'm definitely finding myself agreeing with what you are thinking. I wonder what we can say about the existing strategies we've seen in common parlance.
For example: An SE would be an economy that focuses on converting the local input of
into
and
, and sometimes
. Those
are a local transitive element that produces mostly
by bulbing the GSs produced and trading that bulbed technology. Alternately it can focus on maximizing the local input
and pump them right back out as a local output used to purchase goods, typically troops.
Purists will demand no alternate cities, lots of folks will add a few dedicated production sites. Most will have at least one cottage city, sometimes a capitol for the bureaucracy bonus to commerce.
Meh, enough to chew on for a bit. I'm pretty sure we can describe what exists using this. Now for the challenge. Can you use this usefully as a tool or is it just a waste of thought?
Can you describe a new economy that upon consideration just might work?
You should structure your answer to include your inputs, what tools you use to transform them, and what outputs you produce. Mentioning what those outputs buy you and how you'd use it might not a bad viability test to conduct as well.
*goes off to think about it*
{edit} Oh, I like that. So you say
is an input. I think you have it. I think
is a global input, modified by local factors admittedly. Interesting. I wonder what that implies. {/edit}
-abs
@Dave: But how do you run that sort of economy in the game?

With



I'm not sure how to convert them. Maybe with corps in the late game. Something to consider.
Oh, and Otaku, I'm definitely finding myself agreeing with what you are thinking. I wonder what we can say about the existing strategies we've seen in common parlance.
For example: An SE would be an economy that focuses on converting the local input of







Purists will demand no alternate cities, lots of folks will add a few dedicated production sites. Most will have at least one cottage city, sometimes a capitol for the bureaucracy bonus to commerce.
Meh, enough to chew on for a bit. I'm pretty sure we can describe what exists using this. Now for the challenge. Can you use this usefully as a tool or is it just a waste of thought?
Can you describe a new economy that upon consideration just might work?
You should structure your answer to include your inputs, what tools you use to transform them, and what outputs you produce. Mentioning what those outputs buy you and how you'd use it might not a bad viability test to conduct as well.
*goes off to think about it*
{edit} Oh, I like that. So you say


-abs
@Dave: But how do you run that sort of economy in the game?