Historically, the gold standard didnt work as Hume's specie-flow mechanism suggested it ought to, because countries did things like sterilize inflows. In practice it worked rather different from the theory. Just a historical note . . .Originally posted by Notger
Now, let's say the US is importing more goods from Britain than it is exporting there. As was shown by Sir David Hume in 1752 . . .
On the substance I agree with pcasey that (a) there is a problem, and (b) the analysis and solution should be kept as simple as possible.
The basic problem as I understand it stems from the fact that pricing can diverge significantly from supply and demand conditions. This is because commodities are assigned "target" prices from which significant divergences are "discouraged" by the WM model. That means if you mass build eg luxury furniture factories, the massive influx of supply will only decrease prices a small amount. Essentially that means that something along the lines of pcaseys "ether" has to generate the missing the demand. (Says Law is not an option because it assues a competitive pricing mechanism is functioning).
Having market pricing follow actual supply and demand conditions without this kind of commodity price stickiness would not only be more accurate from a theoretical standpoint, but it arguably would de a better job of recreating the Victorian Age market dynamics whereby industrial investment booms in new capacity resulted in recessionary and deflationary busts.
Now I think it is fair to assume that the developers and betas probably thought about this issue, and there is some good reason why a stricter supply-demand model of pricing was not followed. In a separate thread when this topic was raised, Peter Ebbeson raisied "stability" and playability as issues. I assume that means that absent some stickiness, price movements over time would be so random and indeterminate, and that any attempt to plan production rationally by the player would them prove fruitless. Which while perhaps capturing something of the reality of 19th century industrial life, doesnt make a very engaging game experience.
However, it is also clear that the pendulum has swung too far to sticky prices, with unbalancing results. In the other thread I suggested movement to some middle ground. However, absent playing a couple hundred games and running some sims, its hard for me to get a handle on the interaction of the pricing dynamics. The developers and betas are in a far better position now to do this kind of analysis or suggest possible tweaks and it is my hope that they will help do so.