B
Brostoevski
25 Jun 2014 10:51
Link
Since GC trade is dead, I think it's actually fairly easy to describe the simcountry economy...
Let's say you have a country with 1 corporation and 90% employment.
There are three types of consumption this country may participate in:
(1) Monthly, the permanent of loss of products from the market by both the population and government use.
(2) Player War, the permanent loss of products from the market by direct military attacks against players.
(3) Infrastructure, the permanent loss of products from the market by constructing facilities.
These share similar traits that make them "sinks" that other types of spending do not share. First, the products are removed from the possibility of ever being traded. Second, the products are not creating other products (like corporation supplies) or adding value to existing products (like military upgrades). Third, the products are not turning on a different kind of faucet (like C3 warfare).
Back to the single corporation country, using this sheet as an example... let's use "asset-value" to combine all the products since that'll make it easier to understand. This corporation creates ~2.00B "asset-value" in products and consumes 0.75B "asset-value" in products, meaning all told, it generates a ~1.25B "asset-value" in products. Now, it is important to note that salary payments neither add nor remove anything from the market so this is effectively null. Interest payments are the same story as long as the loans are held by players. Country resources just redirects money so it is the same story. However, fixed property costs permanently remove that cash from the economy. So in summary, the net effect of this corporation is:
(1) +1.25B "asset-value" in products
(2) -0.21B "asset-value" in cash
In other words, it permanently increases the world supply of products and decreases the world supply of cash.
Now, let's look at what else is going on in this 1 corporation country. The population is paid out and the corporation makes a profit resulting in the government being paid out. These two places have their own consumption... consumption that permanently removes goods from the economy.
Because this is a hypothetical 1 corporation country, we can easily integrate government spending into the corporation calculation. The corporation in fact represents 100% of the wealth generation and 100% of the spending of the country. Anyway, this means that the corporation revenue (via government) is paying additional salaries to government workers and social security recipients. So the total salaries paid to all workers can be grouped as 1 unit. As the government is also consuming products and taxing individuals, it's consumption can be treated alongside population spending.
The important thing to take away is that the corporation is effectively supporting 100% of the consumption of the country. This has some consequences which will be reviewed later.
A quick look at the Spending tab of the financial index page shows this. Those salaries will find their way to either the country (taxes and contributions), investment fund, housing, pensions, or population consumption.
Now, the country exchanges at 1:1 "asset-value" the products for cash to find the remaining effect. (It now has 1.04B "asset-value" in cash.) I would assume that all lines of government spending go to products or salaries and all population salaries are accounted for 100%. This isn't actually the case so any discrepencies will be listed on a line as a cash sink.
Anyway, I mentioned pensions, investment funds, and housing... given game functional usage... pensions can either end up being a sink or faucet because the actual fund is more or less a non-functional lie, investment funds remain tradeable so the "profit" there ends up being a faucet, and housing money is a sink simply because houses are not tradeable assets in simcountry so that money disappears.
So as mentioned earlier this money winds up after changing hands a few times between government and people in these places so here's a list of sinks and faucets within a country:
Product Faucets:
(1) Corporation Production
Product Sinks:
(2) Corporation Consumption
(3) Population Consumption
(4) Government Consumption
Cash Faucets:
(5) Investment Fund Profit (Non-Dividend)
(6) Pension Profit
Cash Sinks:
(7) Fixed Property Costs
(8) Housing Investment
(9) Pension Contributions
(10) Spending not tied to Products or Salaries
This sinks/faucets description is important because it shows where "asset-value" is added or removed from the market.
Anyway, using my own country as an example, let's scale down the spending and stuff to get an idea whether this corporation is a sink or a faucet in cash and assets. I have over 90% employment of with 22 corporations, meaning a 1 corporation country with the data presented earlier would have all national values divided by 22.
So for products, we have 2.0B in corporation production, 0.75 in corporation consumption, and 0.67 in population and government consumption. This means that the net result is +0.58 "asset-value" faucet for products.
On the cash side, the total of investment fund profit and pension profit minus contributions is a pitiable 0.002B faucet, which is actually below what I'm rounding for. Fixed Property is 0.21B and Housing Investment is 0.05B so this means -0.26 "asset-value" sink for cash.
In either case, it means 12.5% of the GDP of this hypothetical country is unconsumed. In the end that unconsumed GDP winds up as the cash stockpile of your country.
This is a good example of the behavior of highly profitable countries with high indexes. My welfare is 128, my military is 0.75% of the population and consuming high quality ammunition, and my Ppc is ~2,600. The corporation chosen is pretty profitable.
In other words, a profitable, well-run country is creating products and destroying cash.
However, we can assume another thing... all countries are cash sinks. there is no attainable way for the cash faucets within a country to ever offset the sinks. Higher population countries will have pensions functioning as cash sinks, and investment funds function as faucets cannot realistically keep pace with fixed property costs. My country was 1:100 IF faucet to Fixed cost sink. The IF would need $3T in sitting cash per corporation offset fixed costs. At it's current growth rate, it would take over 1 year before it offset the cash sink of the first corporation... and I have 21 after that.
Anyway, the next post if I have time later will look at the sinks and faucets of the gamemaster in the world market and discuss infrastructure, player wars, and C3 wars.
tl;dr
You need to create more products and cash than you destroy products and cash to produce an overall profit.
Let's say you have a country with 1 corporation and 90% employment.
There are three types of consumption this country may participate in:
(1) Monthly, the permanent of loss of products from the market by both the population and government use.
(2) Player War, the permanent loss of products from the market by direct military attacks against players.
(3) Infrastructure, the permanent loss of products from the market by constructing facilities.
These share similar traits that make them "sinks" that other types of spending do not share. First, the products are removed from the possibility of ever being traded. Second, the products are not creating other products (like corporation supplies) or adding value to existing products (like military upgrades). Third, the products are not turning on a different kind of faucet (like C3 warfare).
| Products Sold | 1,999.67M SC$ | Turnover last month | |||
| Salaries Paid | 364.40M SC$ | Salary Cost | |||
| Raw Materials Used | 684.02M SC$ | Cost of Material used | |||
| Fixed Property Cost | 207.80M SC$ | Fixed Cost | |||
| Maintenance Products Used | 68.95M SC$ | Maintenance Cost | |||
| Interest on Loans | 0.00M SC$ | Interst paid | |||
| Country Resources Used | 0.00M SC$ | ||||
| Total: | 1,999.67M SC$ | 1,325.18M SC$ |
Back to the single corporation country, using this sheet as an example... let's use "asset-value" to combine all the products since that'll make it easier to understand. This corporation creates ~2.00B "asset-value" in products and consumes 0.75B "asset-value" in products, meaning all told, it generates a ~1.25B "asset-value" in products. Now, it is important to note that salary payments neither add nor remove anything from the market so this is effectively null. Interest payments are the same story as long as the loans are held by players. Country resources just redirects money so it is the same story. However, fixed property costs permanently remove that cash from the economy. So in summary, the net effect of this corporation is:
(1) +1.25B "asset-value" in products
(2) -0.21B "asset-value" in cash
In other words, it permanently increases the world supply of products and decreases the world supply of cash.
Now, let's look at what else is going on in this 1 corporation country. The population is paid out and the corporation makes a profit resulting in the government being paid out. These two places have their own consumption... consumption that permanently removes goods from the economy.
Because this is a hypothetical 1 corporation country, we can easily integrate government spending into the corporation calculation. The corporation in fact represents 100% of the wealth generation and 100% of the spending of the country. Anyway, this means that the corporation revenue (via government) is paying additional salaries to government workers and social security recipients. So the total salaries paid to all workers can be grouped as 1 unit. As the government is also consuming products and taxing individuals, it's consumption can be treated alongside population spending.
The important thing to take away is that the corporation is effectively supporting 100% of the consumption of the country. This has some consequences which will be reviewed later.
A quick look at the Spending tab of the financial index page shows this. Those salaries will find their way to either the country (taxes and contributions), investment fund, housing, pensions, or population consumption.
Now, the country exchanges at 1:1 "asset-value" the products for cash to find the remaining effect. (It now has 1.04B "asset-value" in cash.) I would assume that all lines of government spending go to products or salaries and all population salaries are accounted for 100%. This isn't actually the case so any discrepencies will be listed on a line as a cash sink.
Anyway, I mentioned pensions, investment funds, and housing... given game functional usage... pensions can either end up being a sink or faucet because the actual fund is more or less a non-functional lie, investment funds remain tradeable so the "profit" there ends up being a faucet, and housing money is a sink simply because houses are not tradeable assets in simcountry so that money disappears.
So as mentioned earlier this money winds up after changing hands a few times between government and people in these places so here's a list of sinks and faucets within a country:
Product Faucets:
(1) Corporation Production
Product Sinks:
(2) Corporation Consumption
(3) Population Consumption
(4) Government Consumption
Cash Faucets:
(5) Investment Fund Profit (Non-Dividend)
(6) Pension Profit
Cash Sinks:
(7) Fixed Property Costs
(8) Housing Investment
(9) Pension Contributions
(10) Spending not tied to Products or Salaries
This sinks/faucets description is important because it shows where "asset-value" is added or removed from the market.
Anyway, using my own country as an example, let's scale down the spending and stuff to get an idea whether this corporation is a sink or a faucet in cash and assets. I have over 90% employment of with 22 corporations, meaning a 1 corporation country with the data presented earlier would have all national values divided by 22.
So for products, we have 2.0B in corporation production, 0.75 in corporation consumption, and 0.67 in population and government consumption. This means that the net result is +0.58 "asset-value" faucet for products.
On the cash side, the total of investment fund profit and pension profit minus contributions is a pitiable 0.002B faucet, which is actually below what I'm rounding for. Fixed Property is 0.21B and Housing Investment is 0.05B so this means -0.26 "asset-value" sink for cash.
In either case, it means 12.5% of the GDP of this hypothetical country is unconsumed. In the end that unconsumed GDP winds up as the cash stockpile of your country.
This is a good example of the behavior of highly profitable countries with high indexes. My welfare is 128, my military is 0.75% of the population and consuming high quality ammunition, and my Ppc is ~2,600. The corporation chosen is pretty profitable.
In other words, a profitable, well-run country is creating products and destroying cash.
However, we can assume another thing... all countries are cash sinks. there is no attainable way for the cash faucets within a country to ever offset the sinks. Higher population countries will have pensions functioning as cash sinks, and investment funds function as faucets cannot realistically keep pace with fixed property costs. My country was 1:100 IF faucet to Fixed cost sink. The IF would need $3T in sitting cash per corporation offset fixed costs. At it's current growth rate, it would take over 1 year before it offset the cash sink of the first corporation... and I have 21 after that.
Anyway, the next post if I have time later will look at the sinks and faucets of the gamemaster in the world market and discuss infrastructure, player wars, and C3 wars.
tl;dr
You need to create more products and cash than you destroy products and cash to produce an overall profit.