How will Victoria treat business cycles? How can they be modeled? When playing EU, for example, I never really had any sense of business cycles occurring.
In real life, both today and in the Victoria time period, economic recessions were a very important factor. In fact, the quest to find new markets, to exploit cheap labor, and to gain raw materials was what drove the imperialism of this time period. The industrialized countries wanted and NEEDED colonies in order both to have economic stability and to avoid economic recession.
How will this very important thing be treated by the game? In other words, how exactly will a business cycle downturn be modeled? And what exactly will be the negative economic repurcussions for not having sufficient colonies?
In real life, economic recession means no profits for the capitalists, so they get mad. Also, and more importantly, on the working class level of society, it means unemployment and inflation, and these things can mean greater unrest in the game model. That is, more chance of riots, rebellion, coup, revolution, and so forth. Demonstrations are just the first step in all of this.
Funny thing is that when we play games like EU / EU2, it is almost like we are running a centrally planned economy--we have state resources, centralized plan, centralized investment, state budget, manpower and military resources available to the state, and so forth. Where is the private sector? I know that we have to do this for purposes of the game, but do you not see the unrealism of it? It is almost a philosophical point--that is, who exactly IS the player? Give the player control of EVERYTHING and EVERYONE in the country, and your model is far closer to Stalin or Hitler and called "totalitarianism". So when you are playing Spain in EU and you send out Columbus, who exactly are you the player--the king of Spain? Everybody in Spain? Columbus? You see how it is a bit unrealistic to have the player in control of everything in this EU time period as well as in Victoria.
Back to the main point, you can't really have the true implications of economic recessions if the player has full control of everyone in the country. The capitalists, the workers, and the government are all separate though interconnected things. Whom exactly will the player control? If he controls the government, then he should be placed under pressure from the others to expand and to seize colonies. But if the colonies are not obtained, then there must be some real and negative consequences. But what will those be in the game? How can we accurately model these things to make Victoria a great and realistic game?
I thank you in advance for your wise comments.
In real life, both today and in the Victoria time period, economic recessions were a very important factor. In fact, the quest to find new markets, to exploit cheap labor, and to gain raw materials was what drove the imperialism of this time period. The industrialized countries wanted and NEEDED colonies in order both to have economic stability and to avoid economic recession.
How will this very important thing be treated by the game? In other words, how exactly will a business cycle downturn be modeled? And what exactly will be the negative economic repurcussions for not having sufficient colonies?
In real life, economic recession means no profits for the capitalists, so they get mad. Also, and more importantly, on the working class level of society, it means unemployment and inflation, and these things can mean greater unrest in the game model. That is, more chance of riots, rebellion, coup, revolution, and so forth. Demonstrations are just the first step in all of this.
Funny thing is that when we play games like EU / EU2, it is almost like we are running a centrally planned economy--we have state resources, centralized plan, centralized investment, state budget, manpower and military resources available to the state, and so forth. Where is the private sector? I know that we have to do this for purposes of the game, but do you not see the unrealism of it? It is almost a philosophical point--that is, who exactly IS the player? Give the player control of EVERYTHING and EVERYONE in the country, and your model is far closer to Stalin or Hitler and called "totalitarianism". So when you are playing Spain in EU and you send out Columbus, who exactly are you the player--the king of Spain? Everybody in Spain? Columbus? You see how it is a bit unrealistic to have the player in control of everything in this EU time period as well as in Victoria.
Back to the main point, you can't really have the true implications of economic recessions if the player has full control of everyone in the country. The capitalists, the workers, and the government are all separate though interconnected things. Whom exactly will the player control? If he controls the government, then he should be placed under pressure from the others to expand and to seize colonies. But if the colonies are not obtained, then there must be some real and negative consequences. But what will those be in the game? How can we accurately model these things to make Victoria a great and realistic game?
I thank you in advance for your wise comments.