NathanKell
...
Yet Another Overhaul.
Or rather, an overhaul of a mod.
I'm not very satisfied by the way towns are currently handled, and neither are a number of others judging by comments.
The first dynamic economy system I wrote--what's in the current build--is pretty poor. Everything is based on a town's population, and that is based on wheat, which is in turn sorta based on pop, and so the scales are weighted towards growth. But it's also pretty easy to get extremes out of it.
So.
How do we rework this?
I'm not an economist, I haven't even taken a course in economics. Let alone am I versed in simulating economies.
We could _really_ use the input of someone more versed in these matters, and I'm hoping one (or more!) of you are. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
But here's some ideas (and they may be completely wron in terms of economics...)
1. Have a separate town.economy attribute. With that, measure the economic vitality of the town. When the economy is good, the town will have more money and will attract immigrants. When the economy is bad, people will leave.
Note that this does _not_ track with how much gold a town has; if you sell a town's store oodles of goods, the town's gold supply may be far less but its _economy_ improved. But we still need a way to have large but poor towns...
2. Have a separate town.land attribute. It's a poor name for a rough idea, but in general this should be how hospitable to growth the town (and island) is. For example, a town built on a gold mine may have a great economy, but it's not a sustainable place to live and survives on imports. A plantation colony (even with cash crops) is a more sustainable colony, even if its per capita wealth is much less.
So a town grows if its economy is improving and if there's land left. As time passes a town with a good economy may clear more land, increasing the land attribute (but islands should have maximums!).
So I'm actually talking about three land attributes.
*The absolute max usuable land area for an island.
*The currently cleared land area for an island.
*The total of `in-use` land for each town.
Regarding Economy. Trading with a town--whether you buy _or_ sell--should increase the economy. "Investing"--as I'm sure Cat will bring up!--is a way to increase it in a big way. It's also subject to random fluctuation, but generally (as habitable land increases) it should trend up.
Hmm.
Perhaps we have a colony_type attribute. That would determine the maximum `per-capita` economy of the town. I.e. a town by a gold mine is type goldmine, a sugar island is type sugar plantation, and a transhipping destination (or buccaneer haven) would each have different types.
Port towns, because their economies aren't `land-based`, shouldn't require much land, but would need to be in an area of lots of sea traffic, or a `stop-over` point on the way in or out of the pelago. (And ditto pirate havens, either right in the middle of sea traffic or far out of the way.)
Maybe it's best to have some mix types as well.
Or, perhaps even better, to have a single town and multiple "business types" under it, i.e. gold mine business, port business, plantation business, etc.
And the town's max economy is the _sum_ of the max economies of those...
And towns with big economies and populations might split off into two (or more) towns, and separate the businesses (port town, plant. town, mine town).
Now, you'll notice that with much of this I'm assuming there are _way_ more islands (let alone towns!) than there currently are. But I'd far rather build one backend and one backend only for this.
But in the short term, even if we don't add new _islands_, there's no reason we can't add more _towns_. While we have no Cuba/Hispaniola/Jamaica, let alone mainland, we could easily have a few towns per island, a few towns per _colony_ (i.e. Redmond `Port-town`, Redmond island's plantation center, a mine, fishing, etc.)
Now, those town types I mentioned above should produce goods (although we don't have a "raw gold" good for mines...). And ships arriving should both add and subtract goods (and money). And towns on the same island could trade goods with one another (x goods * (sum of town sizes)), increasing the economy of both.
Thus import and export would be based on the town type, and the level of import/export based on the size. Some goods could only be manufactured in Europe, and so towns would always have at least _some_ import need of them.
Port cities' lifeblood would be in receiving European convoys and then distributing the goods via small merchant ships to various other colonies.
And ditto immigrants, yet another cargo type. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
Or rather, an overhaul of a mod.
I'm not very satisfied by the way towns are currently handled, and neither are a number of others judging by comments.
The first dynamic economy system I wrote--what's in the current build--is pretty poor. Everything is based on a town's population, and that is based on wheat, which is in turn sorta based on pop, and so the scales are weighted towards growth. But it's also pretty easy to get extremes out of it.
So.
How do we rework this?
I'm not an economist, I haven't even taken a course in economics. Let alone am I versed in simulating economies.
We could _really_ use the input of someone more versed in these matters, and I'm hoping one (or more!) of you are. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

But here's some ideas (and they may be completely wron in terms of economics...)
1. Have a separate town.economy attribute. With that, measure the economic vitality of the town. When the economy is good, the town will have more money and will attract immigrants. When the economy is bad, people will leave.
Note that this does _not_ track with how much gold a town has; if you sell a town's store oodles of goods, the town's gold supply may be far less but its _economy_ improved. But we still need a way to have large but poor towns...
2. Have a separate town.land attribute. It's a poor name for a rough idea, but in general this should be how hospitable to growth the town (and island) is. For example, a town built on a gold mine may have a great economy, but it's not a sustainable place to live and survives on imports. A plantation colony (even with cash crops) is a more sustainable colony, even if its per capita wealth is much less.
So a town grows if its economy is improving and if there's land left. As time passes a town with a good economy may clear more land, increasing the land attribute (but islands should have maximums!).
So I'm actually talking about three land attributes.
*The absolute max usuable land area for an island.
*The currently cleared land area for an island.
*The total of `in-use` land for each town.
Regarding Economy. Trading with a town--whether you buy _or_ sell--should increase the economy. "Investing"--as I'm sure Cat will bring up!--is a way to increase it in a big way. It's also subject to random fluctuation, but generally (as habitable land increases) it should trend up.
Hmm.
Perhaps we have a colony_type attribute. That would determine the maximum `per-capita` economy of the town. I.e. a town by a gold mine is type goldmine, a sugar island is type sugar plantation, and a transhipping destination (or buccaneer haven) would each have different types.
Port towns, because their economies aren't `land-based`, shouldn't require much land, but would need to be in an area of lots of sea traffic, or a `stop-over` point on the way in or out of the pelago. (And ditto pirate havens, either right in the middle of sea traffic or far out of the way.)
Maybe it's best to have some mix types as well.
Or, perhaps even better, to have a single town and multiple "business types" under it, i.e. gold mine business, port business, plantation business, etc.
And the town's max economy is the _sum_ of the max economies of those...
And towns with big economies and populations might split off into two (or more) towns, and separate the businesses (port town, plant. town, mine town).
Now, you'll notice that with much of this I'm assuming there are _way_ more islands (let alone towns!) than there currently are. But I'd far rather build one backend and one backend only for this.
But in the short term, even if we don't add new _islands_, there's no reason we can't add more _towns_. While we have no Cuba/Hispaniola/Jamaica, let alone mainland, we could easily have a few towns per island, a few towns per _colony_ (i.e. Redmond `Port-town`, Redmond island's plantation center, a mine, fishing, etc.)
Now, those town types I mentioned above should produce goods (although we don't have a "raw gold" good for mines...). And ships arriving should both add and subtract goods (and money). And towns on the same island could trade goods with one another (x goods * (sum of town sizes)), increasing the economy of both.
Thus import and export would be based on the town type, and the level of import/export based on the size. Some goods could only be manufactured in Europe, and so towns would always have at least _some_ import need of them.
Port cities' lifeblood would be in receiving European convoys and then distributing the goods via small merchant ships to various other colonies.
And ditto immigrants, yet another cargo type. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
