Random thoughts about City Economic Simulation
Posted: Wed Jan 31, 2018 12:08 am
Hi David,
In my latest game I made the most progress than in every run before and it allowed me to make some observations.
First of all is what is the ultimate goal of this game? Of course it is strange to request a goal from a sandbox but this one definitely has some. One is obvious from the name of the game: to become filthy rich. CES DLC brings in comes from the Nation Score table. I know that everyone can think of other goals but these two are enough for now. All this leads to totally wrong incentives and I see a big problem in it. Even more, CES DLC brings in a lot of unnatural, gamey moments and wrong balance decisions.
1. City Competitiveness. It's a total disaster.
CC is gamey. I don't see any corellation between CC and reality. As I understand, it was invented as the instrument to control inflation.
CC sets wrong incentives. You should not develop the same industry in all the cities because if an industry is develop in all the cities, export will fall to zero in all of them. Really? We are exporting goods, not trading them between cities. Wrong incentive here is that you have to prevent a couple of industries from development in each city.
High CC creates high export volumes that creates inflation that eats all your money. As a result at one moment you have to stop research because you have to slow down inflation. Really? I don't see any incentives in real world to make your economy less competitive.
2. Effect of export on economy. I counted several times in my games: Inflation=(Export-YourProfit)/GDP. Economy does not grow at all, all the money from export are eaten by inflation. Looks like economy growth is equal to population growth. GDP per capita almost does not grow. It is an endless Dutch Disease. The problem is that Dutch Disease appears when one economy sector prevails over others, not when all the sectors are highly competitive. And... I am from Russia. Our current economy suffers from Dutch Disease. And export profits are not fully eaten by inflation.
3. Classic demand and salary model with salary capped at 2000 and demand driven by nesessity index. A foundation of Cap1 and Cap2. A foundation that made Cap2 the tool for studying economy and a great hardcore simulator. I am afraid that CES is the moment when simplicity of this model became a drawback of the game. Timespan of the game with CES is much bigger than timespan of the base game and for example salaries are maxed out and removed from equation that is solved by the players.
4. Documentation. As far as I understand, the last manual that we have is Cap2 manual. 17(!) years old. I understand that some of my conclusions can be incorrect because of lack of information. Sorry, but the game with CES moved to the next level. And the changes that you can make to the city will be visible in 10 game years or even more. So it's much more difficult to do some tests and make proper conclusions. I really think that this time we need not a basic manual that explains the interface but the extensive manual that explains all the connections of all the factors of city economy in CES. Yes, it will be an Macroeconomy 201 textbook but this time it is a necessity. Chess rules are open but it does not make it less interesting or less playable. I remember that I already asked this question a year ago but was ignored.
5. Other aspects. There are some other concerns but I hope that it is enough for today to start a discussion.
In my latest game I made the most progress than in every run before and it allowed me to make some observations.
First of all is what is the ultimate goal of this game? Of course it is strange to request a goal from a sandbox but this one definitely has some. One is obvious from the name of the game: to become filthy rich. CES DLC brings in comes from the Nation Score table. I know that everyone can think of other goals but these two are enough for now. All this leads to totally wrong incentives and I see a big problem in it. Even more, CES DLC brings in a lot of unnatural, gamey moments and wrong balance decisions.
1. City Competitiveness. It's a total disaster.
CC is gamey. I don't see any corellation between CC and reality. As I understand, it was invented as the instrument to control inflation.
CC sets wrong incentives. You should not develop the same industry in all the cities because if an industry is develop in all the cities, export will fall to zero in all of them. Really? We are exporting goods, not trading them between cities. Wrong incentive here is that you have to prevent a couple of industries from development in each city.
High CC creates high export volumes that creates inflation that eats all your money. As a result at one moment you have to stop research because you have to slow down inflation. Really? I don't see any incentives in real world to make your economy less competitive.
2. Effect of export on economy. I counted several times in my games: Inflation=(Export-YourProfit)/GDP. Economy does not grow at all, all the money from export are eaten by inflation. Looks like economy growth is equal to population growth. GDP per capita almost does not grow. It is an endless Dutch Disease. The problem is that Dutch Disease appears when one economy sector prevails over others, not when all the sectors are highly competitive. And... I am from Russia. Our current economy suffers from Dutch Disease. And export profits are not fully eaten by inflation.
3. Classic demand and salary model with salary capped at 2000 and demand driven by nesessity index. A foundation of Cap1 and Cap2. A foundation that made Cap2 the tool for studying economy and a great hardcore simulator. I am afraid that CES is the moment when simplicity of this model became a drawback of the game. Timespan of the game with CES is much bigger than timespan of the base game and for example salaries are maxed out and removed from equation that is solved by the players.
4. Documentation. As far as I understand, the last manual that we have is Cap2 manual. 17(!) years old. I understand that some of my conclusions can be incorrect because of lack of information. Sorry, but the game with CES moved to the next level. And the changes that you can make to the city will be visible in 10 game years or even more. So it's much more difficult to do some tests and make proper conclusions. I really think that this time we need not a basic manual that explains the interface but the extensive manual that explains all the connections of all the factors of city economy in CES. Yes, it will be an Macroeconomy 201 textbook but this time it is a necessity. Chess rules are open but it does not make it less interesting or less playable. I remember that I already asked this question a year ago but was ignored.
5. Other aspects. There are some other concerns but I hope that it is enough for today to start a discussion.