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