Rohbar
05.05.10, 13:38
Let us turn our attention to the final piece of the economic jigsaw. We have put a lot of effort in closing the loops in the economic system. However, we cannot escape one simple fact; the population will grow, thus money supply needs to grow as well. So where does the money come from? We thought about this and it hit us that gold is the answer.
Gold and silver coinage was still very popular back in the Victorian era. The Austrian School still looks back on this as the good old days. Even in countries that issued bank notes, these tended to be backed by gold or silver. Thus, we feel there is a link between the growth in money supply and the mining of precious metals. In our system precious metal is no longer a trade good, instead it gets converted straight into money, with the money being split between those working in the RGO and the government.
So, having hit on this solution let’s talk about the benefits. First up, the gold-to-money conversion rate is a fixed value in the defines file. This makes the task of mid to late game economic balancing a lot easier. If we think there is simply too much money in the system as the game goes on, we can simply reduce this conversion rate, or vice-versa. Thus, not only do we have a system that makes sense from the point of view of the era, but it also gives us an easier way to balance the economic system.
The other benefit is geo-political. Those pesky Boer republics, why do you want them? GOLD of course! There be gold there so you want to have them to control this source of revenue. This is part of our aim in the game design to create a game with historical feeling; we give you good in-game reasons to pursue policies that people did during the period.
So there you have it, where does money come from? We have removed the Victoria system of the World market just buying everything and moved over to a more historical and easier to balance model, with the added bonus that certain historical decisions become more attractive to the player. All in all we feel this is a win/win.
Quelle: http://forum.paradoxplaza.com/forum/showthread.php?t=474364
Gold and silver coinage was still very popular back in the Victorian era. The Austrian School still looks back on this as the good old days. Even in countries that issued bank notes, these tended to be backed by gold or silver. Thus, we feel there is a link between the growth in money supply and the mining of precious metals. In our system precious metal is no longer a trade good, instead it gets converted straight into money, with the money being split between those working in the RGO and the government.
So, having hit on this solution let’s talk about the benefits. First up, the gold-to-money conversion rate is a fixed value in the defines file. This makes the task of mid to late game economic balancing a lot easier. If we think there is simply too much money in the system as the game goes on, we can simply reduce this conversion rate, or vice-versa. Thus, not only do we have a system that makes sense from the point of view of the era, but it also gives us an easier way to balance the economic system.
The other benefit is geo-political. Those pesky Boer republics, why do you want them? GOLD of course! There be gold there so you want to have them to control this source of revenue. This is part of our aim in the game design to create a game with historical feeling; we give you good in-game reasons to pursue policies that people did during the period.
So there you have it, where does money come from? We have removed the Victoria system of the World market just buying everything and moved over to a more historical and easier to balance model, with the added bonus that certain historical decisions become more attractive to the player. All in all we feel this is a win/win.
Quelle: http://forum.paradoxplaza.com/forum/showthread.php?t=474364