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  1. #1
    ex scientia lux
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    Default (GED Econ) Economic Model Framework

    IntroductionThe economic model framework is the architecture that comprises our theory of organic economies in Total War. The goal of this project is for a complex intertwined global economy to exist and grow both organically (without interference) and guided (with interference) in a co-dependent manner; similar to the way real economies work. The scripting will be done to implement this framework in a coherent and extensible manner.

    FoundationThe foundation for the economic model is geographical oriented. Every region has geographical factors (access to sea, mines, farmland, trade routes, etc.) that effects the potential within a settlement. That is to say, not every city has the requisite to become a burgeoning economic metropolis. Geographical potential is measured from a level of 0 to 16 and is dependent on the following factors:

    1. Water Access
    2. Land Access
    3. Natural Resources
    4. Agriculture

    Each area has 4 possible states.

    Water access:

    1. No Water
    2. River
    3. Minor Sea
    4. Major Sea/Ocean

    Land Access:

    1. Difficult to traverse region
    2. Accessible region
    3. Region is situated in a minor trade route
    4. Region is situated in a major trade route

    Natural Resource:

    1. No natural resource
    2. One regular resource
    3. One premium (or multiple regular) resource
    4. Multiple premium resources

    Agriculture:

    1. Non-sustainable land (Desert, Frozen Wastes)
    2. Some sustainable land (Tundra, Mountains,
    3. Sustainable land (Steppes,
    4. Optimal land (River Delta, Plains)

    Last edited by Mímirswell; December 19, 2008 at 05:21 PM.

  2. #2
    ex scientia lux
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    Default Re: Economic Model Framework

    ActualizationActualization of the potential is satisfied by the development of those areas and an additional three factors which effect the potential with geometric growth:

    1. Trading Partners
    2. Population
    3. Governor's management traits

    Trading Partners:

    1. No trading partners
    2. One trading partners
    3. Four trading partners
    4. Ten trading partners

    Population size:

    1. Large Town
    2. City
    3. Large City
    4. Huge City

    GovernorThe governor is an entirely separate function that helps attain maximum potential but in a very different methodology. He is the primary facet by which the player directly effects growth (luck and innate qualities also play a large role). City can grow organically without a governor only up to a point; after which, it needs a reliable local figure to help direct growth. After a city reaches the a economy level of 8, each step beyond that requires a Governor. So level 9 requires a Governor with management 1, 10 requires management 2 and so forth.

    Expanding the area of the market, large scale irrigation, highways, etc. are public works that can only be authorized through the King's Agent. When a governor is within a settlement, special projects and buildings become available to him based on his management traits and certain ancillaries that he may possess. Building these will not ensure that a city will grow but without them, it is not possible.
    Last edited by Mímirswell; December 19, 2008 at 05:03 PM.

  3. #3
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    Default Re: Economic Model Framework

    MarketsThe market size (Governor can increase under certain conditions) determines the number of buildings that can be inhabited by various entities without negative consequences. The type of entity depends on the geographical advantages the city possesses. For instance, a large port might induce a local shipwright guild to establish itself; the silver mine might encourage a mint or a blacksmith to take up residence. Meanwhile the cotton being grown in the fields brings cloth merchants to inhabit your market area. As these people set up shop, they bring in an income based on the population (domestic market), nearby faction neighbors (local market) and trading agreements/routes (foreign markets). In addition, the size of the shop, the number of competitors in the same market, and other factors can also change the AEL (actualized economic level)

    Other factors famine, drought, plague, war, inflation or even a bubble burst can temporarily depress a market and these are implemented via historic events. Conversely, a successful war, abundant season, bubble rising can bring about excessive growth. Events tend to affect large swaths of geographical areas instead of particular factions or cities. So one part of your faction may be undergoing a drought and another has an abundant growing season.

    Market ValuesAs the economy grows, the maximum amount of money that can be garnered by the government increases exponentially. Each value below is the maximum that can be produced based on the level of the economy.
    Lvl 0 generates no wealth.
    Lvl 1 generates 5 gold.
    Lvl 2 generates 10 gold.
    Lvl 3 generates 20 gold.
    Lvl 4 generates 40 gold.
    Lvl 5 generates 80 gold.
    Lvl 6 generates 150 gold.
    Lvl 7 generates 300 gold.
    Lvl 8 generates 500 gold.
    Lvl 9 generates 1000 gold.
    Lvl 10 generates 2500 gold.
    Lvl 11 generates 5000 gold.
    Lvl 12 generates 10000 gold.
    Lvl 13 generates 15000 gold.
    Lvl 14 generates 20000 gold.
    Lvl 15 generates 30000 gold.
    Lvl 16 generates 40000 gold.
    Last edited by Mímirswell; December 19, 2008 at 05:12 PM.

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    Default Re: Economic Model Framework

    Reserved
    Last edited by Mímirswell; December 19, 2008 at 05:03 PM.

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    ex scientia lux
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    Default Re: Economic Model Framework

    Reserved

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    Default Re: Economic Model Framework

    Also reserved

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    dragonsign's Avatar International Brigade
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    Default Re: Economic Model Framework

    Interesting...:hmmm:

  8. #8
    dragonsign's Avatar International Brigade
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    Default Re: Economic Model Framework

    If I messed up your thread introductions so feel free to delete my post in the middle

  9. #9
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Economic Model Framework

    No worries dragon. We are still laying ground work here. My original script for this was HUGE but I figured out a way to make it smaller, so now we can add some more stuff and make it big again.

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    Subuatai de Bodemloze's Avatar No rest for the wicked
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    Default Re: Economic Model Framework

    I think Azim or the DoTS Team would be willing to give assistance if you needed/ wanted it.

  11. #11
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Economic Model Framework

    Interesting. I'm curious, do you expect to implement this for the AI, or just for the player? It seems that it would be fairly simple to implement for just the player. Similarly, it seems like it could cause the AI undue problems if forced to cope with a script setup.

  12. #12
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Economic Model Framework

    The AI will use it as well, but the conditions for governors probably wont be nearly as stringent. In certain ways this will actually help the AI as some buildings will be built for the AI no matter what other decisions it makes. In some early testing I actually found that the AI factions were better off because it did not have to decide between military and economic buildings.

  13. #13
    sinople's Avatar These Romans are crazy!
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    Default Re: Economic Model Framework

    Very Interesting

  14. #14

    Default Re: Economic Model Framework

    Are you planning to make other buildings longer/more expensive to construct to make up for not having to build economic buildings (or recomend other mods do this).

    Also, do the script-created buildings just appear in settlements or do get put in the build queue like any other building?

    (god I'm tired of writing "building" - there I go again!

  15. #15
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Economic Model Framework

    Quote Originally Posted by raneak View Post
    Are you planning to make other buildings longer/more expensive to construct to make up for not having to build economic buildings (or recomend other mods do this).
    That part of the balancing act will be tough. Costs will definitely be changed, some construction times may or may not be. I fail to see why it would take 4 years to construct an archery range for instance.


    Also, do the script-created buildings just appear in settlements or do get put in the build queue like any other building?
    The ones created by script are just there, but this will only be the first level of each tree. One day you wake up and a new merchant is setting up shop in your settlement. For a low level building this makes sense, as its probably just a horse and wagon or maybe a tent.

  16. #16

    Default Re: Economic Model Framework

    Here's a suggestion for some variety: maybe you can replace non-military/non-public sector buildings with mandates, or laws: these would have minimal costs and time to build, but in turn would have trade-offs associated with them. An example could be a "low tariffs" mandate in a city, which would give you more income from trade, but would also reduce public order. Another could be "agricultural subsidies", which would give you less taxable income (to simulate the decrease in allocative efficiency), but would increase the chances of the settlement in question getting agriculturally-related buildings upgraded. Mandates opposite of these would be good, too (high tariffs for less trade income; more public happiness/cultural conversion bonus). Something like that would help make the economy more dynamic, as well.
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  17. #17
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    Default Re: Economic Model Framework

    Interesting idea of mandates/decrees. If we went that route, we would probably make them selectable from the governor's character panel via a scroll rather than buildings (we need to conserve building slots for the myriad of merchant building we plan to implement).

  18. #18

    Default Re: Economic Model Framework

    This is a very interesting idea. I will make sure to keep an eye on the progress. Good Luck.

    "I have only two regrets: I didn't shoot Henry Clay and I didn't hang John C. Calhoun."- Andrew Jackson

  19. #19
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Economic Model Framework

    hmmmm

    Building slots arent 100% defined yet. Its possible there might be a spot for a few there but as Mim said we are using a ton of them for new buildings.

    I could tie it to a character (faction leader) as ancillaries but then there is the problem of inheriting.

    If I went the route of just enabling it by script you would never be able to see which ones you have enabled, so I would prefer some sort of visual reference. Buildings and ancillaries are the top two that come to mind...:hmmm:

  20. #20
    Hunter Makoy's Avatar We got 2 words for ya..
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    Default Re: Economic Model Framework

    quite a plan you guys have for this. looks interesting. my only concern would be how the AI deals with it. But it seems to work with the AI is a more passive approach that actually lessens the descisions the AI has to make as opposed to increasing them. is that basically how the script is going to work with the AI, GED?
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