An Economic Overhaul: or How I Learned to Stop Minting and Love the Chronodollar - Printable Version +- Hazeron Forums (https://hazeron.com/mybb) +-- Forum: Shores of Hazeron (https://hazeron.com/mybb/forumdisplay.php?fid=1) +--- Forum: Arena of Ideas (https://hazeron.com/mybb/forumdisplay.php?fid=15) +--- Thread: An Economic Overhaul: or How I Learned to Stop Minting and Love the Chronodollar (/showthread.php?tid=2527) |
An Economic Overhaul: or How I Learned to Stop Minting and Love the Chronodollar - martianant - 11-16-2020 Hello, I had recently done some thinking on the economy in Hazeron and had some thoughts and suggestions that could make it more compelling and interesting. I will freely admit I have not sat down and ran any numbers or done any balancing, these are just broad strokes ideas that would require some additional work and can't just be slapped in, but my hope is that from these broad ideas a discussion could be spawned that might inspire Haxus into making the economy more meaningful and generally just better. I'm an armchair game designer after all, so this is by no means the highest quality. It has two key components, making wealth actually used/important and some changes to how industry/cities function. They are interconnected so the I'll just start with the industry/cities changes. One thing I thought was weird was how there was never a good abstraction of a civilian economy, and all empires were fully command economies. It is certainly easier this way, but I think it would be cool to enable free market societies or (the likely more common) mixed economies. The first change is the edition of an economic tab for every building. This tab will display the economic importance of the building, showing players how much money that building costs/produces and provides the ability to set the economic "mode" of the building, where there are two modes: Civilian owned and Government owned. This is a building wide option, not a per process option, meaning all processes run by the building are affected. This is to reduce computation for civilian processes. Civilian buildings have all the same processes as before, except they do not actually produce resources that go into the ordinary city stockpile. Instead, they produce money that goes into the government bank account at the city. This represents taxation on businesses. Perhaps it could be related to the commodity value and a player set tax rate, with higher rates having a negative outcome or more simply just be based on the commodity value. To reduce computation on cities, and prevent the issue of two separate stockpiles and now double the calculations needed on a city to update two separate stockpiles, instead the civilian economy is heavily abstracted in a ratio form where this ratio is only updated with a process is changed, so that 99% of the time it doesn't need to be recalculated and a flat value can be used. For example, 1 ore mining process can support 2 metal smelting processes. This means the "ore" balance would be +1 from each civilian mine process, and -0.5 from each civilian smelter process. With just one ore mine process, the first two metal smelting processes will complete but the addition of a third would not be able to run. Instead of rechecking every city update, this is just saved as a property of the building so every update that building produces X$ for the government, where that value is equal to the economic output of the first two processes. The only time that would change is when new processes are available. Intercity trade does enable the access of resources from outside the city however, so that would need to be taken into account. But again, this shouldn't need to be checked constantly and only when something in the system changes. Government owned buildings operate nearly identical to how they currently function, where the resources they produce are dumped into the city stockpile. Two changes are made however. Workers employed by a government owned building are paid a salary out of the government (city) bank account, which means government owned buildings actually cost the government money to maintain. Not enough money means the workers stop working and the processes that cannot be funded stall. Additionally, a new option appears to buy resources from the civilian economy during shortages. If the government stockpile runs empty and the process cannot run AND the civilian economy can support an additional process, the process can run and instead of subtracting the resource from the stockpile (which is 0) it will subtract an amount of money from the government bank account that is related to the commodity price. As this is coupled to industrial capacity of the civilian economy, this doesn't enable the production of resources from money, it just means you can utilize civilian economy for some stages of your production. For example, you could have all of your raw resource producers civilian owned, and all of your smelters and refineries government owned. Another, ancillary, change that might be helpful then is the idea of building and process priority. With limited resource flow comes the issue of "what process/buildings gets resources first?" I think right now the answer is "The building that gets computed first, and some of those processes but this is all random." If it isn't too computationally expensive to sort buildings by a player set priority, and then the processes in the building are displayed in priority order. This would mean the player could choose what should operate first. For example, a player might decide it is more important to produce bombs than blank disks, so in the condition of a limited amount of metal producers but a large amount of metal consumers, the bomb factories get metal before the blank disk factories. Additionally, in the bomb factory, the process to make Bomb Bl Black cat is above the process to make Bomb SlCr Meat Slicer, meaning the Bomb Bl Black cat process will get resources before the Meat Slicer bombs will, so if when the Black Cat process is run the city runs out of resources, the Slicer process and any processes below it will not run, nor will any processes in buildings below that bomb factory in the priority list. The building priority would be set at the city capitol building, and by default they are all equal priority (ie what happens now?). So you could have a majority of buildings unassigned, but if the player really wants one specific building to always work when possible, just setting that one building to priority 1 would enable that. No micromanagement needed unless the player wants. Additionally, all buildings default to government owned when built, to reduce micromanagement. The last change is on how trade connections function and this introduces the idea of link capacities. As we are all familiar, there are the five connection types. Neighbor connections have a near infinite capacity, but would need to introduce some kind of restriction so that roads are still used instead of just a clump of buildings. My initial suggestion is just a straight limit on how many buildings another can connect to or something. Obviously needs more thought. Road connections have a capacity that is related to the type of road. A dirt road has a low capacity, but is cheap to maintain. An asphalt road has a high capacity, but is more expensive to maintain. A sea connection has a greater capacity than roads, but each wharf provides a flat capacity so if the sea connection is maxed out, you need to build more wharves. Similarly, air and space connections have a flat capacity and to simultaneously transfer more resources per city cycle would require additional air/space ports. These trade connection capacities are to introduce a logistical challenge, and to provide an additional wealth sink as the cost of trading between cities will vary based on the connection types. Road trade is cheap, sea connection is moderate, air/space is expensive. Next are the changes to the economy/wealth itself. There are four important bank accounts: player accounts, ship accounts, city/military base accounts, and the empire account. They each have their own type of income and expenses. Player accounts Each player has a personal bank account. Income:
Each spaceship has a bank account. Income: (same for both classes)
For privately owned ships:
City accounts Each city has a bank account once that city has a bank. Income:
These are very similar to city accounts, as a military base is really just a special planet-wide city. A bank building is not required for this account to exist, it is accessed at the Military HQ. Income sources:
The empire has a bank account once the empire has a capital established with a bank. Income:
Government and Empire Budgets Every city and the empire as a whole has a budget which dictates the priority of where money is spent. Ideally this priority should be very customizable. The reason this is important to have is because there are different penalties to the lack of payment for different fees, and a player should get to choose the order in which these penalties may be faced. At the city level, a mayor may decide that it is most important to pay civic upkeep, setting that to the highest priority. Civic upkeep will be paid first, and only after it is paid would the other bills be paid. The mayor may decide that after civic upkeep all city salary expenses must be paid. This would continue. If at any point, the city bank account reaches a negative value as a result of payment, the city goes into debt. Some payments may continue, some may not. This relates to absolute and relative debt ceilings. Both cities and the empire has an absolute debt ceiling which is the maximum amount of debt allowed before all payments are stopped. The absolute debt ceiling of the empire is much higher than a city, and the exact value would be a game balance concern. As a policy, a relative debt ceiling can be set for different payment types. What this means is some payments may continue while the account is in debt while others may not. For example, a city mayor may decide that civic upkeep, being the most important, is paid until the absolute debt ceiling is hit. The mayor may also decide that City Salary expenses will be paid until the city is 10% in debt relative to the absolute debt ceiling. However, the mayor may decide that trade connection fees are not important enough to force the city to go into debt over. Government tribute and Empire Tax are always the highest priority, however both will not be paid if the city account is in debt. As per the stated example, if the absolute debt ceiling of a city is one billion credits, once the city account is -100,000,000 all city salary payments stop until the city account balance is above -100,000,000. The consequences of not paying that bill will begin. Military bases cannot go into debt, as they only have one continuous expense. When a military base account reaches 0, all payments stop and the consequences of non-payment begin. The empire can similarly set it's relative debt ceilings. Ideally each subsidy would have it's own policy on when to halt payment, as some subsidized cities/bases may be deemed more important than others. For example, one might want to stop paying the backwater city before stopping the subsidy for the important military base defending the capital. Government/Empire budgets are more realistic as now governments can have debt. Find me a real life nation or government that isn't in debt! This feature would 100% need to be decently balanced, and the idea is when the government coffers run dry, everything doesn't immediately start falling apart which should give time for players to change things. But an empire that has massive, long-standing debts will start to fall apart as workers stop working, roads crumble, trade halts, etc. Loans and Debts Loans are a way to borrow from the civilian population. Both players and the empire can take out loans. The only changes to this system are allowing the empire to take out loans and enforcing per cycle payment of the loan similar to how real loans work where you must pay some portion of the balance. Ideally loans would also charge interest rates, and perhaps the interest rate would scale with the reputation of the borrower where low reputation results in higher interest. For loans to the empire, there could be a flat interest rate or the interest rate could scale with an empire credit value that is like player reputation but is affected by successful or unsuccessful payments. Debts are represented by a negative account balance. A player can only go into debt from loan payments, they cannot go into debt from any other method. When a player is in debt, any income is used to repay that debt. For example, if they take out a 5 million credit loan, manage to pay 2 million of it but never make any more income, eventually they will go 3 million (plus any interest if that gets added to loans in the future) in debt which would be represented by a personal account balance of -3,000,000. From that point, any time the player makes money from wealth transfers, salaries, or sales that money increases their account balance like normal, but if after these payments the player account balance is still less than zero, they cannot pay any money to another player, bank account, nor can they buy commodities from a city nor take out additional loans. They must find a way to work off their debt. There is no limit to personal debt, although the soft limit is based of the negative of their credit limit as loans are the only way for a player to go into debt. A city can go into debt, represented by a negative balance in the city's bank account. This can happen from any city expense, unlike player accounts. Which payments continue while in debt are dictated by the city's budget which is modified at the city capital building. The empire government can go into debt as well, represented by a negative balance in the empire bank account. This can happen from any empire bank account expense, as with cities. Additionally, the empire can still make all payments while in debt, these payments simply further increase the debt. Payments are made as the government budget is dictated, and stop when the relative debt ceiling policy for those payments dictate. Ships and military bases cannot go into debt. Once the balance reaches zero, all payments stop. I left out minting money, because ideally minting money should devalue currency as it does in real life to limit the usefulness of it to players but as currency has a static value I cannot currently think of a good way to penalize the player from mass minting money. Minting money as a quick/instant source of money for a government is already solved by the government loan/debt system. To address the likely first criticism of "wow this is so/too complicated waa." It is important to have default settings for these new concepts. They would be set such that by default, the player shouldn't have to tweak too much constantly to be reasonable profitable. This would reduce a lot of micromanagement already, but enable a lot of player control. Additionally, no matter how complex a game system is what matters is how it is expressed and introduced to the player. Hazeron already has a problem with this in many ways, so this should be no different. It just needs to be clearly explained during the tutorial. Tooltips need to be clear. Descriptions in places need to be clear. Yes, it will take tweaking. Yes, not everyone will instantly understand it. It's okay. Finally, complexity is a good thing. Hazeron needs more complexity. The game is pretty barebones and not very complex for being a galaxy spanning empire simulator. Adding some complexity to this isn't a bad thing. I have produced a few screenshots showing how this may all be displayed in game. [Building Economy Tab] Here is the building economy tab, where the building ownership is selected and the policy on if government buildings buy civilian resources is set. For government buildings it displays the maximum a building may cost for salaries to give an idea on the budget. For civilian buildings it displays the income generated from the processes. This value should be accurate, as it is recalculated only when civilian processes change from addition/removal instead of every cycle. Not displayed, buildings with housing would show how much property tax the building provides. [Building Window] Some changes to the building windows, the capitol building lists the building owner and priority. This priority is editable from this listing by entering a value. Buildings without a value and buildings with the same priority are processed in whatever order is most convenient programmatically. For buildings with Manufacturing processes, text is added to make it clear that the order processes are listed is the priority used. The screenshot shows an example of a civilian building, where instead of the usual Products and Input values, it is using the civilian economy and informs the player if the process will run or will not run. This is only updated/recalculated when processes are changed. In this example, there are 2 "units" of metal available in the civilian economy. The Hammer, Shovel, and Sewing Needle require 1 "unit" each. The Hammer and Shovel will run as they will each have a metal, but the Sewing needle and all processes below it will not as by that point there is not enough metal in the civilian economy. As this is a capitol building, there is a coins button at the top which will open the city budget window. [City Budget] This window explains budgets and debt ceilings, and is where the priority of all expenses are set along with the relative debt ceiling cutoff points. The list is populated by all expenses, and the priority and relative debt ceiling values are editable by the player. All cities should start with a default policy. [Empire budget] The changed empire tax policy window. This window allows the emperor to change the tribute and empire tax amounts. Additionally the empire budget is changed here. This is identical to the city budget expense section. RE: An Economic Overhaul: or How I Learned to Stop Minting and Love the Chronodollar - Rockinsince87 - 11-18-2020 Holy S*&+#! What you call an overhaul I call a complete tear out and replace. I like that this makes money production a serious gameplay requirement and actually puts the money to use while creating realistic limits to empires. So starting an empire from scratch, how would you see that happening after these changes? I'm trying to envision starting a new empire from scratch after these changes are made. What steps would be required and in what order? The only serious drawback I see to this, is this limits the styles of play a bit. If you wanted to run your empire like a power hungry military society, you would not really be able to do so easily. I would also be curious how this would play out when a planet is occupied. I could see this being mitigated by morale bonus's and penalties. Or even something like, higher Q goods require higher talented workforce meaning a high pay. Better paid work force has a production bonus / better maintained equipment (costs) also = better production yields. So much could come from this implementation, my only fear is it might be too complex in a "game" situation. RE: An Economic Overhaul: or How I Learned to Stop Minting and Love the Chronodollar - martianant - 11-21-2020 (11-18-2020, 10:57 PM)Rockinsince87 Wrote: Holy S*&+#! Starting an empire from scratch would be pretty identical. The economy doesn't have any impact prior to the declaration of an empire capital and the construction of a bank. Buildings would default to empire controlled, so would produce stuff in the stockpile as they currently do. But even if you started with all civilian, it should work fine. In both situations the economy doesn't come into effect until a capital/bank exists. Of course, you'll need money to produce patents pretty early on. That can be funded by taking empire loans, or raising taxes for a while, or just waiting. Right now patents aren't that expensive, but everything would likely need to be rebalanced anyway. That's the key, balance is important and it would take some playtesting and experimenting to find a good value for everything. The beauty of the civilian idea is everything is expressed in ratios, so you can just build everything as a civilian owned building and have a functional economy and profit off it. A civilian owned shipyard would charge the government money to layout a ship, similar to how an individual must pay money to purchase their own ship. I disagree on the limiting playstyles. A power hungry military society would be completely feasible. Increase taxes, and spend more of your budget on the military bases. Keep them as a high priority, the empire can go into debt to support bases until it goes completely bankrupt. You also could have a complete command economy and never have a civilian industry. It's why I added an income from houses. Ideally it would pretty closely match up with worker pay, such that it really isn't hard to support a city. I think a break even point between the income tax of a worker + sales tax they spend + housing tax with the only expense being their salary would be feasible. I pretty much envisioned it that a mixed or free market economy would increase profit in the empire, as opposed to be a requirement. You can only support so many bases sure, but it does all come down to balancing. In the end, an empire can only support as many bases as it can support from taxes regardless of the type. The extra income from civilian industries may increase that, but all empires will have a soft limit on their military capacity this way. If by occupied you mean when a city is under enemy control, but the population is not "loyal" then I could see a disloyal population not paying taxes as a good idea. It means the conquering empire has to financially support a city during the transition period, and would be an added expense for war. The idea of being able to change worker pay is cool, and I do like the idea of certain jobs requiring higher pay, but I feel that itself might add too much unneeded complexity and confusion from that sheer scale of micromanagement. Perhaps if later on we can separate the population better, we can treat different social strata / races differently, that would add some interesting dynamics. You could enslave your enemies and make them do all the menial labour, saving on your labour costs while you pay your own species nicely. It would serve as an expansion on top of my original ideas/suggestion for sure. RE: An Economic Overhaul: or How I Learned to Stop Minting and Love the Chronodollar - Rockinsince87 - 11-21-2020 Quote:Martianant Wrote: Ok I like this. It would add some spice to a new empire that's for sure. Quote:Martianant Wrote: Makes sense. But what about the consequences of doing that. There should be some balance to oppressing your people, something like possible revolts and morale penalties. Something like another building or an ability for your military to police your people and offset the penalty without the ability to fully get rid of it. There is a unfinished building called Mass Media and perhaps that could help with propaganda and influence. Make is so that a military presence is required on colonies? a ratio of troops to citizens depending on how hard the morale penalty your trying to off set? It could work, that would result in higher military expenses than normal. Thoughts? Quote:Martianant Wrote: Exactly! Quote:Martianant Wrote: Yeah your right that really does over complicate things a bit but you see were I was going with that :P My Thoughts So yeah this is completely feasible. It would require some dang good training and tutorials/youtube videos but it would add some very interesting strategy and another layer of meta that would be fun to play around with. |