Meant Vic III in the title, I don't think I can change that.
Ok, so I'm not sure if everyone here has taken a macroeconomics course, but there is a great model of economic growth called the "Solow-Swan Model". The model isn't too complex, but it carries some interesting implications that mesh well with gameplay mechanics.
A reader's digest version of the model is the following:
In an economic region you have two major factors of production that vary: Labor and Capital. Labor is the workers who farm the fields, craft the widgets, and do everything. In this time period labor is constantly growing. Capital is the durable goods that aid in production, like tractors, plows, tools, furnaces, mills, factories and so on. Capital also degrades over time at a rate depending on technology.
The population will receive an income equal to the value of their production, which they can then spend on consumption goods: like food, liquor, clothes, and opera tickets. They also save a part of that income or invest it in increasing their capital.
The revelation of this model is that there is a theoretical steady state for a population's productivity where investment per capita is equal to capital degradation per capita plus the population growth rate. That you can increase productivity through more investment spending at the expense of consumer spending. That technology is the only way of growing the economic output per capita in the long term, and that there is a certain level of savings that maximizes steady state consumer spending.
I think that this sort of system could work well in a Victoria style context. Technology exists as a concept in the game. There would have to be a goal of maximizing consumption per capita to make it work well. Maybe that could decrease revolt risk, maybe you could be awarded points based on how much your population consumes. One thing that might need to change from Victoria II is the addition of a "capital" modifier in a province, which degrades over time if there is no investment spending.
Ok, so I'm not sure if everyone here has taken a macroeconomics course, but there is a great model of economic growth called the "Solow-Swan Model". The model isn't too complex, but it carries some interesting implications that mesh well with gameplay mechanics.
A reader's digest version of the model is the following:
In an economic region you have two major factors of production that vary: Labor and Capital. Labor is the workers who farm the fields, craft the widgets, and do everything. In this time period labor is constantly growing. Capital is the durable goods that aid in production, like tractors, plows, tools, furnaces, mills, factories and so on. Capital also degrades over time at a rate depending on technology.
The population will receive an income equal to the value of their production, which they can then spend on consumption goods: like food, liquor, clothes, and opera tickets. They also save a part of that income or invest it in increasing their capital.
The revelation of this model is that there is a theoretical steady state for a population's productivity where investment per capita is equal to capital degradation per capita plus the population growth rate. That you can increase productivity through more investment spending at the expense of consumer spending. That technology is the only way of growing the economic output per capita in the long term, and that there is a certain level of savings that maximizes steady state consumer spending.
I think that this sort of system could work well in a Victoria style context. Technology exists as a concept in the game. There would have to be a goal of maximizing consumption per capita to make it work well. Maybe that could decrease revolt risk, maybe you could be awarded points based on how much your population consumes. One thing that might need to change from Victoria II is the addition of a "capital" modifier in a province, which degrades over time if there is no investment spending.
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