| This simulation is
the most detailed and realistic model of a country that
has ever been commercially produced. It does that not by
showing roads and cities on a map, or giving you different
military units to build, but by having you run what makes
a country work - its economy.
Pick up the newspaper. Right now, (early
2005) the U.S. President’s fighting a war, maybe more
than one. The deficit’s going up like a squirrel on
speed. Infrastructure needs to be maintained, social programs
need support, and the American military’s stretched
to the limit. Think this won’t happen to you, bunkie?
Go to page two, past the big news. There’s
a new trade deal. Somebody’s complaining about the
low funding for education. An article talks about closing
military bases. These are all things that you will have
direct control over, with the immediate goal of improving
your country’s economic health. Your longterm goal
is to dominate the planet, and you can’t do that unless
everything’s running smoothly back home.
Your job, which you have accepted by laying
out your hard-earned krøner for this game, is to
find the resources that will support your economy, boost
your GDP per capita, and finally, to provide for the security
of your borders by building and maintaining a military force.
The good news about a military force is
that if you do it right, the AI in this game will think
twice before attacking you. This (somewhat) resembles what
actually happens in the real world.
The bad news is that, also like the real
world, the military does nothing for your economy. It’s
a drain, a dead weight. It produces nothing. You can’t
eat a tank.
Worse still, you can’t just create
a military and let it sit. It has to be improved, upgraded,
and constantly adjusted to make sure that you’re zigging
when your potential opponent(s) are. He builds a couple
of cruise missiles, and all of a sudden you’ve got
to spend billions on an air defense network. And you had
your heart set on that armored division...
But the only way you can afford that vital
military capability is to stay focused on the economy. Keep
your immigration numbers up, to grow your workforce. Create
jobs by building industry, including consumer goods. Industry
needs power plants. Everything needs resources, which means
more mines and water works, and probably trade with other
countries.
Nothing is more frustrating than building
a factory and finding out the money is wasted because you
don’t have enough power or water or ore or whatever
to operate it. If you can, build the mines and power plants
the factory needs as well as the factory. If you have to
build things one at a time, get the resources
first. You can sell the excess resources abroad until your
demand increases, which is also good for your bottom line.
Don’t be afraid to interact with
your neighbors. It’s a rare scenario where you will
have enough of all the resources you need for the length
of the game. And trade is a lot cheaper than war. Other
countries can become important sources of resources, technology,
weapons, and consumer goods, as well as military security.
And you don’t have to use money to
make your purchases. You can offer a non-aggression pact,
or excess resources of your own. You can offer scientific
designs, or even goods like weapons. This seems foolhardy,
but the US government’s been selling weapons to the
Saudis and to other oil-producing states. The trick is to
figure out who your friends will be later on, then make
sure they stay your friends. It can be hard, but you will
be making a lot of hard choices.
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