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Topic: Infrastructure system, or Why You don't have to build stinkin' Libraries any more |  |
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Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted May 22, 1999 21:15
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Infrastructure in the Clash Economic System The infrastructure system in Clash will be one of the most important ways that the player can guide their civilization. It will allow the player to emphasize, above other priorities, religion, education, or a number of other things. I think all this can be handled on a civilization-wide basis, avoiding the need, as in civ2, of every city/province explicitly having its own library, marketplace, temple, etc. The Player will, if desired, also be able to "drill down" and fine-tune infrastructure on a per-province basis. Making changes in the infrastructure priorities of the civilization should in fact be so easy that our main problem may be keeping the player actively engaged in this aspect of the game. This will probably require some sort of feedback to the player about how their particular infrastructure strategy is playing out fairly often.
Depending upon their culture, the people in the civ will desire a variety of goods and services. Among them are housing, entertainment, healthcare, religious institutions, education, and other things. So it will be possible to have a culture that invests more in education that usual, at the expense of, for instance, buying consumer goods. The player can also influence the people's desires through either subsidizing or taxing some of the people's spending on infrastructure. In addition, the government, if it has enough power, can simply mandate the amount of spending in a given area. The people will then receive the government-mandated level of services regardless of what their desire for them is. However, if done in more than a few selected areas, this is generally a lousy way to run an economy.
Note: this writeup assumes that you have read the proposed economic system.
In the same way that the people or the government can invest in production capacity for the various economic sectors (food, resources, produced goods, and services), they can also invest in infrastructure of different types. The investments can be either in physical infrastructure, or institutional infrastructure. Physical infrastructure consists of things like transportation infrastructure, housing, healthcare facilities, and defense/military infrastructure. Institutional infrastructure covers educational and religious institutions, as well as banking systems etc. A list of the infrastructure categories that I've got so far are in the table below.
Each infrastructure class is handled at the provincial level for bookkeeping purposes. However, typically the player will only have to deal with infrastructure on a civ-wide level. Each infrastructure class is modeled crudely like a storage container. A resource is put into the container, and the benefits therein can be drawn upon either immediately or at a later date. The amount of resource in the container also suffers shrinkage for a variety of reasons. In other words, some amount of constant investment is needed to keep the infrastructure at the same level. For instance, using education as an example, services (of teachers, and time spent by students) are invested to give an education level. This education level will provide a variety of economic and other benefits to the civ. However, without future investment this education level will slowly shrink as those educated previously grow older and die, or as what they've learned becomes outdated. So, in the ancient world where average life expectancy might be 40 years, giving a useful life of education investment of about 30 years, the shrinkage rate for education would be about 3%. I call education a persistent investment, because the use of its benefits to society does not reduce the education level. The only way the education level is reduced is by shrinkage.
Not all infrastructure classes are persistent. The opposite type I call consumed. An example of a consumed type is the "social safety net" class. This represents charity, like food for the hungry, services for the destitute, etc. The food aspects would be similar to the function of a granary. When the stored food is used, that much of the level is used up. These social safety net functions can be fulfilled by the people themselves, governments, or religious institutions, or some mixture of these.
So, to sum up, each infrastructure class has an input, a shrinkage rate, and an output that is either persistent or consumed. Changes in technology can have effects on this system into different ways. Better technology can leverage the value of the input, or change the shrinkage rate. So, for instance, if a civ discovers the alphabet, the services put into the education area would get a bonus, perhaps a 50% bonus. The "social safety net" shrinkage rate might change due to the discovery of canning, which would make stored food much less susceptible to spoilage. As healthcare improves, and expected life span rises, the decay rate for education would also, as a consequence, fall.
If we assume that the government isn't intervening in the investment decisions of the people for now, how do the people know what kind of infrastructure they should buy to make them happiest? The table below summarizes the information I've given so far for the infrastructure classes that I have at the moment (suggestions welcome). Things aren't completely worked out here, but at least this can serve as a basis for discussion. The second column shows roughly on average how the people spend money not allocated for food. So, other things being equal, they would spend 10% of the non-food amount on durable goods. I've adapted these figures from the research paper, "Fundamental Similarities in Consumer Behavior" by K. Clements and D. Chen, Applied Economics 28(6) 1996 p747. The figures here are obviously somewhat skewed toward representing modern economies. If we go with this basic system we will also need to figure out the numbers that might apply for an ancient or medieval economy. The input column shows how much of which of the basic commodities is necessary to purchase a single unit of the infrastructure class. So, for durable goods, each unit costs one production point. For religious infrastructure the unit cost is two-thirds services and one-third production point. When you purchase a unit of the infrastructure class its level would increase by one. When the prices in the province are known you can figure a purchase price for each of the infrastructure types. The column that says "example price" uses one illustrative example from a province that has low availability of finished goods. The remainder of the columns just summarizes information about typical shrinkage rates etc. as discussed above. Don't worry, the player will never have to deal directly with these numbers.
People's Investment Profile Table
Can someone who knows HTML tell me why there's this huge space here?
Infrastructure class | average | non-food | Example | Shrinkage | Persistant/ | Game |
| % used | Input | Price * | (decay) % | Consumed | Effects |
social safety net (charity) | 5 | (f+p+s)/3 | 1.33 | 5 | c | RU |
education | 5 | s | 1 | 5 | p | IP, AG, +… |
religion | 5 | (2s+p)/3 | 1.33 | 2 | p | RU |
clothing & miscellaneous | 20 | (2p+s)/3 | 1.66 | 0 | c | RU |
housing | 15 | (p+s)/2 | 1.5 | 3 | p | RU, IP |
durable goods | 10 | p | 2 | 10 | p | RU, IP |
health care / water infra. | 5 | s | 1 | 15 | p | IL, RD, Lg. C |
transportation | 15 | (2p+s)/3 | 1.66 | 5 | p | IP |
recreation | 10 | s | 1 | 50 | p | RU |
economic infrastructure | 0 | s | 1 | 7 | p | IP |
military infrastructure | 0 | (p+s)/2 | 1.5 | 7 | p | |
investment | 10 | Varies | Varies | N/A | N/A | |
* Example for prices per unit. If f=1, p=2, s=1, prices are as shown
RU - reduces unhappiness, IP - increases productivity AG - Makes advanced governments possible IL - increase lifespan, RD - reduces disease Lg. C - necessary for large cities >50k people
To figure out what infrastructure people buy, the computer will start with their after-tax income. This explanation involves knowing a little bit about the proposed economic system. If you haven't read it, or don't care about the mathematical details just skim this part. Suppose the people in this province have after-tax amounts of food = 100, produced goods = 20, and services = 60. This kind of availability of the commodities might result in the prices used in the example. After they've eaten the food, the people have produced goods = 20, and services = 60 to spend on the things they want. Note that because we're handling the desires of all the people together this could simulate either a barter economy or a market economy. At the prices given in the example of s=1C and p=2C the total value after-food is 100C (=20x2C +60x1C) If the government doesn't intervene in the pricing, the people will simply pay the percentage of that 100C left that's shown in the second column for each type. For instance they would spend 15% x 100C = 15C on housing. At the price of 1.5 per unit this would buy 10 units of housing. This extremely simple simulated economy takes into account the fact that the people will change the number of units they want of each type depending upon its price. In this area where housing is expensive to produce, the people will spend more for instance on entertainment (recreation) and less on housing than they might someplace else.
And because the people alter their buying habits depending on the price of an item, there is an easy way for the government to influence the balance between say, education and recreation spending. If the government wants to put more of an emphasis on education, it can subsidize the peoples purchases of education. This of course will cost the government money, so it's not a "no-brainer". One thing the government could do is to subsidize education while taxing (making more expensive) recreational spending by the people. The tax revenues from recreation could then be used to help pay for the subsidy on education. If the central authority of the government is high enough, and the people are sufficiently happy to be able to take the happiness penalty of reduced recreational availability without serious rebellion, this might be a good move. This can all be handled by the player with the few keystrokes. Compare this to what you have to do in Civ to emphasize education (tech). There you would have to change the plans in every single city to build a library there for instance.
I haven't discussed roads at all so far. Some of the transportation infrastructure money would be used to build things like roads, bridges, canals, and railroad track. Things like roads and railways will probably be mostly built by the people themselves. If they are not doing it quickly enough the government could probably either subsidize these activities to some extent, or pay for them directly itself. I think with the AI in Clash that is dedicated to understanding geography, "the people" can do a reasonable job on road and rail networks. For areas outside the provinces proper, engineers of some type will be available to construct roads that the player has drawn in and assigned a priority to.
There are some specifics of this model that I have chosen not to go into right now. And clearly if we're going to use it, it needs a lot of work yet. But I wanted to put it up and see what people's general thoughts were about it. Remember that one bonus of this system, is that the player who isn't all that interested in the economy will not do too badly if it is just left on its own. At least if that player can refrain from seriously over-taxing the people. For those of us who are more inclined toward tweaking the economy and infrastructure types within it, this system provides a very simple way to achieve that. What you think?
[This message has been edited by Mark_Everson (edited May 23, 1999).] |
xiane Settler ChCh NZ May 99
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posted May 23, 1999 01:00
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I like it, because it sounds like a good model for the real world. Would all provinces be equal in what they desired, first and foremost, and would all civs?A. Perhaps there would be places more inclined to spend on education than religion or on luxury items than education? B. Also, it would be interesting to see how investment in, say, education, in one province verus another works out. That is, as the govenment you could try to "pick winners" in your civ by spending more in one place and less in another. What happens if you deliberately concentrate education and "culture" in your capital, for example, and virtually ignore the outlying areas. Does the model account for people moving somewhere for reasons other than economic - e.g. If you want to be an artist, professor, musician, whatever you have to move to Paris. Would there be a "brain drain" effect on other ares if you did this? Something to think about perhaps... C. Finally, will the geography of an area play a role in determining costs of infrastructure improvements? This could account for less productive areas that aren't on the main transport arteries... D. Will provinces become "specialists" in an area? That is, let's say you have two provinces that are suitable for steel production - raw material close at hand, labor, means to transport the goods out and so on. Will they compete and drive prices down, or will one "bow out"? Could the player have an effect on this? |
Dominique Warlord Bonn, Germany May 99
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posted May 23, 1999 04:28
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Mark,as for your HTML question: you pasted a complete HTML page, so there's more than one BODY tag - be glad one can read anything, at all!  I won't comment anything on this thread interesting as it is, but instead will urge you to put up a real information site! Seriously, it's not readable anymore - lots of threads, references, ideas, and on and on... no one but those who read DAILY can understand what's going on right now. Please, please, let's get going with that site! And in that process, maybe we should do the same thing as was proposed for Clash characters: Nominate "provincial leaders" who are responsible for certain aspects of the game. You cannot do it all, and it is no use for all meddling in everything, really. What is needed is a clear concept and a VERY clear overview over what people are involved, how to contact them etc. Let's call the people with certain areas of responsibility "dukes" for the moment (to stay within the picture) - each duke should care for HIS area (coding, economy system, unit balance, gfx, whatever), which means he constantly updates a defined page in the Clash site in which everyone can see - what has been decided and is a fix concept now - what still is to be discussed This list being chronological and with links to associated aspects of the other duke's terrains  Why I am SO intent on this is very simple: I feel to set up a good information site on Clash is more or less the proof we can get organized at all. Or, in other words: If we don't even manage to set up a decent, well-structured site, we should forget about the project, anyway. Last thing: It would be a bit easier to attract competent people IF we had a decent site 
------------------ Well, if we took the bones out they wouldn't be crunchy, would they?
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Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted May 23, 1999 09:47
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Dominique: I'm starting a new thread on your post which is, I must say horribly OT .xiane: The main variations in desires for things would be by culture. So the desires of people in different civs will vary by a pretty large amount. If you have a multi-cultural empire things would also naturally vary greatly by province. So culture, and then governmental 'guidance' are the main factors in who wants what A) Mostly as above, but I'm open to suggestions. B) Good Point! Uneven education fe is a very important point that I missed in the writeup. We should definitely have this, but will have to be careful about its effects. My immediate guess is that such a centralization of education was almost the rule in ancient and to some extent medieval and modern civs. This is one type of micromanagement that is Very simple to do and could give big benefits to the player. We just need to watch it on play balance... Ideas anyone? C) Certainly for some infra types cost will also depend on terrain. Were you thinking of something further? D) (Specialization of provinces) Probably yes, at least in micro-management mode. I'd like to hear your ideas on how this might work. Of course if one province has a natural advantage (which is by far the more common situation) specialization is more likely. E) You didn't think there was an E... xiane, are you interested in being an official project member? And if so, can we rope you into helping to synthesize and organize some area of Clash. Please see the new thread on " * The need for further Organization... Please Read * "... -Mark |
Druid2 Warlord Dallas,TX May 99
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posted May 25, 1999 16:28
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Specialization by region only? or can I sub-specialize.Or perhaps can I "redraw" the region lines? If part of a region is suitable for fishing and another part looks good for mining, what's a poor Imperator to do? [This message has been edited by Druid2 (edited May 25, 1999).] |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted May 25, 1999 16:45
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I don't know if you've read the main economic model yet. This stuff might be a little hard to follow without that. Most of these issues are discussed in the main model, not the infra part...You can micromanage By Square if you want, but I wouldn't recommend it for anything beyond a 10-square empire. Yep, you can change province borders if you like. You can Both fish and mine. But actually your people will automatically do both to a fair extent anyway. If you're kind to the merchants, and don't over-tax them the specialization in your economy will grow significantly. Starting with special commodities and working down to the bulk goods. [This message has been edited by Mark_Everson (edited May 25, 1999).] | |