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During Session 4 of our
workshop, we began balancing production
for each of the industries. We also refined
the research available to each of the
regions and placed a few units on the
map. In this session we will examine the
economic balance as well as further adjustments
to refine the scenario such as opening
inventories for products and missiles
For those who are following along without
creating their own version, click to download
the scenario
so far to see what the scenario
currently looks like.
5A – Reconciling
the Balance Sheet
During the last Session,
we covered in detail the balancing of
Agriculture. Since then, I have balanced
the remaining products for each region
by consulting the balance sheet, adding
industries and adjusting the production
variables in the configuration file. I
did not however end up with the same values
shown on the balance sheet. I only used
this as a guideline. For example, the
water production for player 3 was quite
low compared to the other regions due
to less rivers passing through. Without
adding even more desalination plants than
I did already, I could not get their capacity
much beyond 60% of their overall demand.
Looking at the rest of their production,
I felt satisfied that they would still
be able to make reasonable exports so
I chose to leave it this way. The production
balance is really secondary anyway so
long as World Market goods are balanced
in the long run. The economic balance
of the regions, while more challenging,
is at least as important to how the regions
play, perhaps even more so. The balance
sheet should be considered a guide, not
a blueprint that must be followed.
5B – Balancing the
Economy
While there is really no right or wrong
way to design a scenario, there are guidelines
and patterns that should be followed.
One of these is to present a consistent
regional situation to the player. If the
starting cost of a commodity is
$200, it should not climb to $400 in the
first few weeks of play. This would be
a sign of an unbalanced economy. We have
already indicated to the program what
level of economy we wanted when the initial
GDP/c value was set in the player configuration
file. This was important is it affects
a number of things such as the civilian
demand for goods, the cost of goods and
the taxable income that should exist.
The program will use the value from the
spreadsheet for the first day but for
every following day it will examine the
actual economic situation of the region
and determine its own GDP/c value and
begin to shift it in the appropriate direction.
To assist in balancing of scenarios,
the calculated GDP/c is reported in the
player log files. These are created in
the savegame folder each time a scenario
is started (not a savegame) unless the
logging option has been turned off. Log files are best viewed in Wordpad. The
log file lists first the calculated Civilian
Approvals for each region (Something we
will review later) and then lists for
each region both the original and the
calculated GDP/c followed by a breakdown
of what elements are contributing to the
economy. Here is the GDP/c section for
player one, New Franconia;

From this we can see that the current
territory that New Franconia covers includes
enough industries to create a GDP/c of
18227 or 63.4% of the initial value we
gave it. While this is low, it is not
unplayable. Most regions are suggested
to be balanced between 70-90% of the initial
GDP/c. The target for a balanced economy
is not 100% as one might expect because
this number does not include construction
elements such as facility and unit construction.
These will often account for a significant
portion of the economy. Putting a region
below 50% will create a failing economy,
putting a region above 100% will create
a growing economy.
Below the total, we are also given a
breakdown of how many dollars per capita
certain areas of the economy are providing.
This is where we will find our clues on
how to adjust the economic model for the
desired level. For example, the military
salaries are creating $215.97 per capita
of the economy. If we increase the total
number of reservists or add bases to the
scenario to create more active personnel
than this value would go up. However,
while the salaries add to the economy,
they are also an expense that must be
paid. Increasing the size of the army
will increase the economy but make it
harder to make money. In contrast, if
we look further down to something such
as industrial goods, we see that the player
is earning 16.5% ($3021.42) of their calculated
GDP/c (18227) from industrial goods and
we can also look at their production and
demand values here to see that they produce
more than they demand. Adding more industrial
goods facilities to the scenario would
not only increase the size of their economy
but would also add to their trade surplus.
| Technical
Notes: |
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Trade
balance can be very useful when
balancing the economy of real world
regions. We made a quick comment
on this in Session 4 during the
balancing of the industries but
it is here that it becomes more
useful. Trade balance is reported
in game on the economy screens and
is a value that can be researched
easily for most regions. If you
take a country such as Japan who
have a trade surplus of around $150
Billion dollars a year (taken from
CIA factbook comparing exports to
imports) and look up their common
exports, it becomes easier to determine
what industries to adjust if its
GDP/c is not at the desired balance.
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Other elements that affect the GDP/c
will be found in the configuration file.
Things such as Social Spending and Social
Safety Net have heavy impacts on the GDP/c.
The Social Spending will relate directly
to the opening quality ratings assigned
in the player configuration file for the
seven social services (Education, Healthcare,
etc.) and Social Safety Net relates to
the rates of employment insurance, pension
and welfare. Ideally, since this generate
no revenue for the player, neither of
these should account for more than 25%
of the total GDP/c.
Some factors that contribute to the GDP/c
may change as work progresses on the scenario.
The Military Salaries and Military Operations
values will increase once we add the forces
to the scenario, but for a scenario of
the size we are doing will likely remain
less than 10% of the total GDP/c, perhaps
even combined together.
| Technical
Notes: |
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General Service
is currently listed as 0%. This
is because we assigned no value
to the variable gdpservice; in the
player configuration file. The intention
is to use this when a scenario has
more than the 10% expected sources
of revenue that are not modeled
by the game. Industries such as
banks, stock traders, giant call
centers and the like are simply
not part of the game model. The
percentage value given to this variable
will be directly added as “free”
economic strength to the region
beyond anything calculated. While
this is needed in some places such
as the New York City player in the
New York scenario, it should be
used with some restraint as it artificially
strengthens a regions economy in
a way that cannot be targeted by
an opponent. In most cases it is
suggested to try and keep this below
10% |
Based on all these factors, what is now
required is to make changes to the scenario
and recheck the log file until the percentage
of the original GDP/c is at the desired
level. This can be done by adding industries,
unit or bases to the map or by adjusting
values in the player configuration file.
| Technical
Notes: |
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It should be remembered
that changes to production values
of industries such as industrial
goods would have a cascade effect
by altering the demand for the associated
raw materials. This can make changes
such as these more difficult. Adjusting
military facilities can also have
side affects, as changes in supply
will affect output. Also, the AI
will by default produce electricity
to demand, not to capacity, until
it has determined there is a market
for it therefore a region intended
to make money from exporting electricity
will always have a lower economy
balance since the percentage shown
in the log file does not reflect
the expected export sales that could
be generated. |
NOTE: A step
of the map creation was missed in Session
4 Section C. The industry efficiencies
of each of the regions should have been
adjusted prior to balancing of the industries.
Increasing these will help in achieving
a higher GDP/c. That section has been
updated. To review the changes click <here>.
To get the updated player configuration
file, click <here>.
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