Geoff the Medio wrote:
Is this thread intended to generate "isolated" tech names and associated effects, or the general progression / structure of the economics tech tree (if such a concept exists distinct from other categories' trees)?
I'd say both. To my understanding, both the techs and how the tech tree is organized is pretty open at this point.
Geoff the Medio wrote:
Also, could we get some sense of what is the desired "style" of techs / theories / applications for this category?
Can't really help guide you there. I think a style will naturally evolve as we get into things, tho.
Geoff the Medio wrote:
And what is the scope of "Economics"? Where are the dividing lines drawn between "Economics", "Construction" and "Production"? In many senses of the word "economics" is quite heavily linked to production... but since they are distinct categories, it seems to me that a clear distinction should be made between their scopes.
See reply to utilae. Essentially, econ techs first affect the "cash" your empire generates for support activities. Second, econ techs can influence other parts of the game such as treaties, trade, waste, corruption, efficiency, etc. There may even be room for econ to have an effect on how a player can distribute resources.
Geoff the Medio wrote:
Is that done just be the meter they effect (trade vs. production), or is there a more fluff-based difference in the types of names of theories and such? For example, we could have "Labour Relations" or "Worker Psychology" or "Consumerism" that could impact both "Production" and "Economics", depending where the line is drawn. Anything dealing with general infrastructure is under "Construction", but could arguably have been under "Economics" as well.
Good points. See above.
Geoff the Medio wrote:
In addition to consumerism, labour relations, and worker psychology, do we want "Economics" to include all or some of geopolitics, trade law / disputes, economic forecasting / economic cycles, monetary policy, banking, currency manipulation, mass media, corporate governance, corporate regulation, environmental regulation, contract law, and liability issues?
Yep. Wherever we can make the case that it falls into econ. Growth or Production might fight us for the environmental legislation idea, but I think it's ok to have a little overlap at this point.
Geoff the Medio wrote:
Most of the above is very capitalism-centric. Do we want to have techs for various economic systems like socialism, communism, gift ecomony, planned economy, corporate colonialism, fuedalism, mixed-economics, green economics, communial cooperation, unorganized economy, or morally-constrained economics (eg. religious restrictions on things like charing interest). What about techs related to ideas from those systems, but not tech that are those systems themselves? So you'd have social safety-net (welfare), corporate economics, or ideas from green or planned economics, rather than the systems themselves?
I'm not sure what the devs have in mind here. If there are various forms of government, then obviously each of these will affect your empire in different ways. Whether certain govs allow or dis-allow certain techs is probably still up in the air.
Geoff the Medio wrote:
What about more handwavy or weird sounding stuff like (from SMAC) "Sentient Econometrics" or "Adapative Economics" or "Planetary Economics"?
The more the better.

How about "xeno-greed theory" which opens up applications for 1) trade franchises in other civilizations (allows players to build trade outpost ships and land trade outposts on alien worlds - each outpost generates X cash per turn per system population) or 2) xeno-filesharing network filters (reduces cash lost to xeno pirating networks by 50%) or 3) xeno-greed motivation (gives your diplomats a +10% on your diplomacy rolls).