Economy 2

Simple economic model

    • Each tile produces “Production” and “Food”. These are transferred to province capital.

    • Each province capital trades with each other province capital in proportion to:

      • transport tech level (max of the two civilisation) (per transport medium – road, rail, sea, air)

      • production (min of the two provinces)

      • tax applied by each government along the way

      • piracy

      • blockades

      • distance

      • whether the two civilisations are aware of each other

    • The effect of trade is to give a multiplier to the production of the province. A province that doesn't trade with any other provinces has a production multiplier of 1.

    • Advanced civilisations are able to have more trading relationships as their transport tech level facilitates it

    • Larger civilisations generate more trade, as they have more production

    • Can draw a map of flow arrows, with width denoting the amount – makes it easy to identify trade hubs

    • Likewise, can draw a map of flow arrows from each tile of a province into its centre. This allows the identification of targets for interception (particularly for archipelagos)

    • Pros

      • strategic importance of straights (and isthmuses) is maintained (as routes are still plotted on the map)

      • simple to model

    • Cons

      • the absence of commodities means that there is no premium placed on particular tiles beyond their food and production values – however, notable historical events have been motivated by the absence of particular commodities, e.g. Nazi Germany’s push into the Soviet Union to secure oil, the Japanese Empire’s expansion into Oceania to secure oil, the USA’s invasion of Iraq to secure oil, etc

      • doesn’t provide a mechanism for the flow of food, and hence modelling cities being cut off

Deviations from the above

    • Same but with only production, no food, only production

More complex model

Each infrastructure unit has the following properties

    • number of people required

    • inputs required / month

    • land required

    • build costs (typically resources like timber, stone, etc)

Each land tile has the following properties