Posted: Wed Mar 24, 2004 10:02 pm
As much as I favor Sim Liberation, I'm tempted to agree with drek.
In all 'governments' wait cross that rename 'societies', spending more resources on making the people happy will make them happy. However, In some there will be other effects.
The people in the pure Free Market will be happier if there is full employment...ie the unemployed don't get any of the goodies you give out. On the other hand a pure Socialist system won't care about 'useful employment' (because everyone is employed even if in a useless way) only about the total economy devoted to luxuries.
Of course to keep the people happy you would probably have to maintain a Civ like % spent on luxuries. (effectively an anti-tax rate.. but not quite since it would exclude 'redistributive' taxes)
I'd propose stick with the four resources with the following roles
1. Food (feeding people)... stockpile that decays by ~5% per turn... minimal limits/cost on relocation..produced best in good environment
2. Research (getting techs).. no real stockpile..no limits/cost on relocation..produced best with certain specials
3. Minerals (feed general economy)... stockpile that decays by ~5% per turn...minimal limits/cost on relocation...produced best on rich worlds
4. General Economy(builds and maintains buildings and ships and 'consumer goods')... no real stockpile, any excess goes into consumer goods for that turn (essentially into a 'happiness' stockpile that is continually declining)... significant limits/costs on relocation... produced best with Very rare specials
If your empire (and all your neighbors) are producing more minerals than you can use, then you need to shift some foci away from minerals and/or to general economy. (then you can get some of their excess minerals with some of your new production once you start running a deficit.) That's where the long term planning comes in.
In all 'governments' wait cross that rename 'societies', spending more resources on making the people happy will make them happy. However, In some there will be other effects.
The people in the pure Free Market will be happier if there is full employment...ie the unemployed don't get any of the goodies you give out. On the other hand a pure Socialist system won't care about 'useful employment' (because everyone is employed even if in a useless way) only about the total economy devoted to luxuries.
Of course to keep the people happy you would probably have to maintain a Civ like % spent on luxuries. (effectively an anti-tax rate.. but not quite since it would exclude 'redistributive' taxes)
I'd propose stick with the four resources with the following roles
1. Food (feeding people)... stockpile that decays by ~5% per turn... minimal limits/cost on relocation..produced best in good environment
2. Research (getting techs).. no real stockpile..no limits/cost on relocation..produced best with certain specials
3. Minerals (feed general economy)... stockpile that decays by ~5% per turn...minimal limits/cost on relocation...produced best on rich worlds
4. General Economy(builds and maintains buildings and ships and 'consumer goods')... no real stockpile, any excess goes into consumer goods for that turn (essentially into a 'happiness' stockpile that is continually declining)... significant limits/costs on relocation... produced best with Very rare specials
If your empire (and all your neighbors) are producing more minerals than you can use, then you need to shift some foci away from minerals and/or to general economy. (then you can get some of their excess minerals with some of your new production once you start running a deficit.) That's where the long term planning comes in.