Simcountry
Forum General Isolationist economy

Isolationist economy

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chris

All worlds
07 Jun 2013 04:29Link
I'm not sure where I implied the design is poor, maybe when I mentioned country deactivation? To clarify, I think Simcountry is a fantastically complex game and the design is great, most if not all issues, especially involving world trade and products are minor and necessary. In the case of country resets, the dispersing of people, hospitals and products are necessary, good for new players and ignoreable for old ones.

I'm not sure your analysis will be accurate. Your first step will tell you how many corps are needed to close the gap in one month, but this is not the information required. If there is a shortage of say, 1000 Hospitals every single month then as many hospitals are being built as their are being requested at the moment, just in previous years their was an issue. The market is stable. The production of 1000 corps will mean next month supply will meet demand perfectly, but the month after their will be a 1000 surplus, then 2000
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Alexander Bella

All worlds
07 Jun 2013 05:21Link
Laguna your numbers are skewed because C3s consume more then they produce due to some GM meddling which i assume is used to produce more demand allowing players to actually profit.... i think chris stated it finely... if i can produce more then i consume then theoretically with perfect corp sizes i could be self sufficient... or you could just find the perfect ratios which would require a large population
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Laguna

All worlds
07 Jun 2013 16:24Link
The analysis is sound and correct.

The Game does nothing that influences this in C3s. Not even when he magically ups upgrades and and the quality of the supplies for C3s, because that doesn't alter the quantities. The distortion comes from adding or absorbing quantities, but since he stops at a multiple of the supply/demand, he just mascaras the situation.

Now, I see when you guys are talking about self-sufficiency you aren't talking of autarky, but of "supply all I need and export the rest". That's different. I don't think it can happen either.


It is a bit more difficult to test this... Well, you can look at just how much of your population needs to be employed to satisfy its own needs.

1) Pick a C3 like country. See how much it needs in a month for a particular product. Divide by how much a factory of that kind produces in a month. Multiply by the staff necessary to field it. Divide tha
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Crafty

All worlds
10 Jun 2013 18:45Link
If any of this were to be tested it would require a stable game format. There are several influencing factors that are still being 'tweaked'. Corp size/hiring numbers and production numbers for two.
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XON Xyooj

All worlds
11 Jul 2013 00:05Link
if were just the players to participate in the game, then i think it will likely be possible with proper coordination. but with the so many c3 in the game, it's unlikely possible to have a closed economy in any of the worlds. though i theorized that is possible to have a closed empire, with the empire being able to produce what it needs within itself. on earth, america did almost like a closed economy that after the second world war, so why is it not possible in sc when the number of products is much less than in the real world earth. if it is not possible to have a closed economy in sc, then the programming should be look at, perhaps review of economy 101/102 again regarding micro/macro economies.
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beyer83

All worlds
22 Jul 2013 14:34Link
It's perfectly possible with a little knowledge of matrices:
You are given the amount of resources each corp needs, and how much it produces, you can even include a random buffer percentage for production, price, cost, and employment variability. However, if you try this by producing only one product to meet the demand and then start with the next product, then it won't work. The trick is to calculate the ratio of corporations needed, and gradually build them accordingly. As the number of corporations increase while maintaining the ratio, the self-sufficiency percentage increases as well. It is also important to mention that the more corporations maintaining the ratio, the more insignificant single failures of corps become.
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Old Man Jenkins

All worlds
20 May 2015 04:17Link
Could it be done through a Common Market is the real question.
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Madoff

All worlds
21 May 2015 15:38Link
Yes, it can be done with a common market. But why bother?

Mercantilism is best avoided in the game for the same reason it's avoided in real economies: it's inefficient. That's why real life countries abandoned mercantilism.

In real life, people and countries focus on selling the stuff they're good at producing. Then they use their earnings to buy stuff they wouldn't produce well. That makes efficient use of their skills and earnings.

That's better than mercantilism, where countries try to produce everything, even stuff at which they suck and for which they get paid poorly.

In the game, mercantilism is just too time-consuming and requires owning some corps that are unprofitable or poorly profitable. Instead, it's better to use one's time and capital to develop the most profitable corps.
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J

All worlds
21 May 2015 18:27Link
1 question i invaded a country with -1,090,155,620 construction (about 300) why? if i start with 600B
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Aries

All worlds
21 May 2015 18:53Link
Negative construction means structural damage to cities and other population centers. Countries damaged by war will always need a heavy influx of construction for repairs.
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marshal.ney

All worlds
11 Jun 2015 14:27Link
question concerning Madoff's post above:

In real life, people and countries focus on selling the stuff they're good at producing. Then they use their earnings to buy stuff they wouldn't produce well. That makes efficient use of their skills and earnings.

That's better than mercantilism, where countries try to produce everything, even stuff at which they suck and for which they get paid poorly.

I've never noticed a difference between countries in this game as to output from particular industries (assuming all other factors are stable). How does that apply? or is that treading into the Aries/Orbiter discussion in another thread?
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ryanduffy1990917

All worlds
13 Jul 2015 11:56Link
Double post...
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ryanduffy1990917

All worlds
13 Jul 2015 12:00Link
Marshal:

Certain corporation types produce more per worker than others, just as some yield more profit per worker than others. Thus running corporations of all product types in an attempt to achieve 'self sufficiency' is in itself inefficient, and an example of mercantilism-esque strategy in not producing "what the country is best at."

Also, the population demographic in a country has a large bearing on what type of economic model it should hold for optimal efficiency. To some extent this is a product of education/health levels etc. Thus in trying to run corporations of every product type, rather than focussing on a bottom-up strategy, you are also neglecting to follow an economic plan that takes into account the realities and specialties of the country: Mercantilism.