I think this is very right. I am no fan of interventionist economic models but it we go ahead and retain Thomas Sowell to be head game design director, we might end up with an excessively complex game. Edit: by that I mean, we can design one AI organism, viz, "the economy", but in real life countless people think for themselves so a in-game mechanic that would translate into that would see every pop having its own adaptive AI to decide what they want in any given moment. The liberty to do it (or lack of it) would be at the core of the different game mechanjcs. I guess that is impossible from a programming point of view, the main reason whynI think the OP may be right but that is unfeasible for a game like this. So we are stuck with a collective group of economic agents being directed by one "knows-whats-best" entity: in the game it is the AI, thats why game designers go towards marxism when developing economic mechanics. The sad thing is, in real life that same dirigist entity translate into guys in uniform, in varied lenghts of moustache, who shoot and imprison ideological enemies of the state to acheive their own vision of a "perfect world".
Huh. Leave it to a game to be the only place where marxism actually works!