Hello everyone,
I think that economy plays a major part in any time of history for any country.
I, as the one who knows economy quite well, feel that economy system in PDS games is really terrible, and not-deep.
Honestly, let's look at EU4, u have some "Base tax rate", whole province produces only one good, which is sold at world price (what is dumb, because world prices appeared only in mid of 20th century, during the whole history, every city had it's own prices for every good).
In EU4 you just get certain Tax, which has been taken from nowhere, imagined by a gamedev...
In CK2 the same system, with "Base tax" that is equal to nearly all provinces. To increase your "Base Tax" u build certain types of buildings... Is it realistic??? FAR FROM IT!
The economy system must be much more complicated than that, much more developed.
I am not saying that economy should be complicated for user to understand,
I am saying, that behind "Base Tax rate" should be realistic computations and formulas, that should make the income, tax, production and economy as close to real life as possible.
----------------------------------------------
After reading and analyzing comments in this thread, i completely revamp it's structure, so here is my new proposal:
Key points of proposal:
-Every province produces up to 3 different goods at same time. (Can be cloth, iron, fish, etc. Just any good that is relevant to timeline.)
-Presence and quantity of certain products affect gameplay (Iron influences prices for recruiting army, Food influences army maintenance and province happiness, lack of food leads to revolts... and so on...)
-Every province has it's local prices for all the goods depending on Supply and Demand curves.
Demand curve is determined by the population in the province, bigger it is, more is demand for all kind of products. (Example, demand in food is expressed by (Province population*0.1), or Demand for iron = Total population * 0.02...
Supply curves are influenced by 2 factors - Local production and Trade.
First of all Local production satisfies local demand. If Demand is higher than supply, than province will lack this goods and cause some negative effects on it. To fill the gap between demand and supply, you will need to trade this goods into province. Trade comes from 2 sources: Realm trade, Trade between provinces that belong to you, and World trade, trade with the provinces, which belong to countries, you have signed trade agreements with.
Example: You have 2 Provinces, A and B, both have same demand for Food - 100
But, province A produces 50 food, while province B produces 150.
So, province B will send 50 food to A, to satisfy the Demand of the whole country.
Scenario 1: What if provinces A and B both lack Supply to fulfill demand?
Then you will need to find among your neighbors a country, which has excess of Food, sign trade agreement with them, and start trading food.
So your neighbors will help you to fight starvation.
This is for basic trade mechanics.
Now for price calculation.
The price will be set by 2 curves - Supply and Demand curves.
More supply - Lower prices
Less supply - higher prices
Scenario 2: "Why should i trade if i produce excess?"
If your country's total Demand for food is 1000, and your total Supply is 1200, you will trade 200 to other countries, if u have traded agreements with them.
If they lack prices, and u have them in excess, Your merchants will earn more money from trading with them, than with your local population, so your merchants will pay more taxes, and u will get more money for your country.
To decrease the overload on your PC, we would make local prices change on a random day every month.
NOW FOR TAX INCOME!
We will calculate each province GDP (Gross-Domestic-Product) by using this simple calculation.
Production of all the local province products produced*prices of produced products on local market of the province
This way we get total Net worth of products produced in this province.
We get tax by taking percentage of this GDP, let's say 10%.
So every province gives is 10% of their GDP in tax.
------------------------------
Effect of trade on local GDP
------------------------------
-If we export products from province, we decrease local supply and increase local prices, so our GDP increases, due to icnrease to prices, so, More u trade, higher your GDP is, more in Taxes you get!
BUT!!!! If you impoer products from other countries, your Local supply increases, and your local prices decrease, and your local GDP decreases, so you get less taxes!
MORE YOU EXPORT - HIGHER YOUR Tax incomes are, lower your bonuses from excess products are as well.
MORE YOU IMPORT - LOWER YOUR Tax income is, less penalty for lack of products you get!
P.S. Food demand will be satisfied by 3 different supplies: Grain, Meat, Fish.
Looking forward for more criticism and proposals, together we make our lovely games better!
I think that economy plays a major part in any time of history for any country.
I, as the one who knows economy quite well, feel that economy system in PDS games is really terrible, and not-deep.
Honestly, let's look at EU4, u have some "Base tax rate", whole province produces only one good, which is sold at world price (what is dumb, because world prices appeared only in mid of 20th century, during the whole history, every city had it's own prices for every good).
In EU4 you just get certain Tax, which has been taken from nowhere, imagined by a gamedev...
In CK2 the same system, with "Base tax" that is equal to nearly all provinces. To increase your "Base Tax" u build certain types of buildings... Is it realistic??? FAR FROM IT!
The economy system must be much more complicated than that, much more developed.
I am not saying that economy should be complicated for user to understand,
I am saying, that behind "Base Tax rate" should be realistic computations and formulas, that should make the income, tax, production and economy as close to real life as possible.
----------------------------------------------
After reading and analyzing comments in this thread, i completely revamp it's structure, so here is my new proposal:
Key points of proposal:
-Every province produces up to 3 different goods at same time. (Can be cloth, iron, fish, etc. Just any good that is relevant to timeline.)
-Presence and quantity of certain products affect gameplay (Iron influences prices for recruiting army, Food influences army maintenance and province happiness, lack of food leads to revolts... and so on...)
-Every province has it's local prices for all the goods depending on Supply and Demand curves.
Demand curve is determined by the population in the province, bigger it is, more is demand for all kind of products. (Example, demand in food is expressed by (Province population*0.1), or Demand for iron = Total population * 0.02...
Supply curves are influenced by 2 factors - Local production and Trade.
First of all Local production satisfies local demand. If Demand is higher than supply, than province will lack this goods and cause some negative effects on it. To fill the gap between demand and supply, you will need to trade this goods into province. Trade comes from 2 sources: Realm trade, Trade between provinces that belong to you, and World trade, trade with the provinces, which belong to countries, you have signed trade agreements with.
Example: You have 2 Provinces, A and B, both have same demand for Food - 100
But, province A produces 50 food, while province B produces 150.
So, province B will send 50 food to A, to satisfy the Demand of the whole country.
Scenario 1: What if provinces A and B both lack Supply to fulfill demand?
Then you will need to find among your neighbors a country, which has excess of Food, sign trade agreement with them, and start trading food.
So your neighbors will help you to fight starvation.
This is for basic trade mechanics.
Now for price calculation.
The price will be set by 2 curves - Supply and Demand curves.
More supply - Lower prices
Less supply - higher prices
Scenario 2: "Why should i trade if i produce excess?"
If your country's total Demand for food is 1000, and your total Supply is 1200, you will trade 200 to other countries, if u have traded agreements with them.
If they lack prices, and u have them in excess, Your merchants will earn more money from trading with them, than with your local population, so your merchants will pay more taxes, and u will get more money for your country.
To decrease the overload on your PC, we would make local prices change on a random day every month.
NOW FOR TAX INCOME!
We will calculate each province GDP (Gross-Domestic-Product) by using this simple calculation.
Production of all the local province products produced*prices of produced products on local market of the province
This way we get total Net worth of products produced in this province.
We get tax by taking percentage of this GDP, let's say 10%.
So every province gives is 10% of their GDP in tax.
------------------------------
Effect of trade on local GDP
------------------------------
-If we export products from province, we decrease local supply and increase local prices, so our GDP increases, due to icnrease to prices, so, More u trade, higher your GDP is, more in Taxes you get!
BUT!!!! If you impoer products from other countries, your Local supply increases, and your local prices decrease, and your local GDP decreases, so you get less taxes!
MORE YOU EXPORT - HIGHER YOUR Tax incomes are, lower your bonuses from excess products are as well.
MORE YOU IMPORT - LOWER YOUR Tax income is, less penalty for lack of products you get!
P.S. Food demand will be satisfied by 3 different supplies: Grain, Meat, Fish.
Looking forward for more criticism and proposals, together we make our lovely games better!
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