The Economic Question??????

Discussion of the Economic Model in SR2010

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pandora6969
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The Economic Question??????

Post by pandora6969 »

I've been reading about how some of you have been making you economys, and I have a few questions about them.

1 How in the world can you have a trade surplus of 40 million, and yet still show a lose in all your exports? This one I really didnt get.

2 is the general rule of thumb now to have an inflated economy, since it seems to do better in the beta tests you did, or is the Game now tweaked a bit so it doesn't inflate as much?

I guess i just a bit confused about the trade, and exports. I do understand it does create jobs and make the economys' GDP healthier, but it seems a bit complicated, not that im not excited to tackle this feat, but anyone out there can explain the best way to run you economy?

Also does your form of government affect Inflation, trade, and production?

thanks for the input from anyone.


--William--
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George Geczy
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Post by George Geczy »

Hi - there has been some tweaking on the economic model since the final Beta version, so some of these issues will work better.

In general it is good strive for economic growth in the game, though in some regions that already start "hot" this will be difficult due to the shortage of workers (low unemployment rate).

Trade/exports are usually quite a good thing, though in some cases you may find yourself in a regions where your high labour costs make it difficult to make money. At that point you have two choices - keep making the goods and sell at a loss, so that you keep people working (ie subsidize, for instance like the US an Europe do with agriculture), or stop making that good and import the cheaper stuff from overseas (like the US and Europe do with many consumer goods).

For players that don't want to deal with this stuff, the ministers will tackle the issues. However, watch the political leaning of your production minister - a conservative will tackle trade in a different way from a liberal.

Goverment type also does have an effect - Democracies are the generally the best for improving the output of your industries, though other government types will result in lower labour costs (nothing like a good communist regime to help keep those wage costs in check!)

-- George.
BigStone
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Post by BigStone »

George Geczy wrote:(nothing like a good communist regime to help keep those wage costs in check!)

-- George.
And what about a good old dictatorship....... :lol:

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George Geczy
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Post by George Geczy »

Interestingly, dictatorships are harder to nail down in terms of economic model. The dictatorship is more just a political model, whereas communism is both a political and economic model (though modern day China and Cuba are certainly blurring the differences between Communism and Capitalism). Dictatorships can be capitalistic, or more socialist, or in extreme cases a combination of forced-labor and military control.

For the purposes of the world of 2010, we assume Dictatorships to be a socialist-leaning capitalist economy, with a heavy dose of state ownership. This makes them "in between" Democracy and Communism on a lot of the economic factors.

-- George.
Baloogan
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Post by Baloogan »

George Geczy wrote:a combination of forced-labor and military control.

oooooooooooooooooOOOOOOOOOOOOOOOoooooh can we? can we?
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George Geczy
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Post by George Geczy »

Baloogan wrote:can we? can we?
No, we built "Supreme Ruler 2010", not "Rogue Dictator 2010".
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Son of Moose
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Post by Son of Moose »

Baloogan + George:

This just might well be worth considering as a possible add-on. :wink: Of course, the player would be running a significant risk if s/he were to adopt this highly contraversial strategy as his/her (civilian) approval rating would "drop into the trenches" which, in turn, should similarly affect the military approval rating. :o After all, the military might be rather wary of the inevitable civilian backlash .... would they shoot the protesters or would they join them (like in the Ukrain recently)? :wink:
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