Announcement : Originally it's a fair warning about building a microeconomics-model-mimicry dwarf economy may be too unstable or difficult to present ideal outcome.
It is - Dwarconomy may end in disasters. But I soon realize it has potential, so I analysis it, and find a way to realize Dwarconomy through the use of proper commodity valuing mechanism, functional currency circulation, and a network of hub-and-spoke economic units(markets, depots, guild, etc). But it's a slow and gradually building process, and its still ongoing before it can generate valid suggestions. I plan to use story-telling method for others to absorbs some difficult economy concepts easily. (at least, if this suggestion wasn't fruitful, it can always be moved to story board) And below is some of the important current working processes.
Adding additional introduction about money creation below. 2011/05/25
Adding education of money for dummy txt version. 2011/05/28
Adding the prequel 1 of the story "Goddess, drunk, kids, and old fisherman" : "The Island - Beach and Forest, Beauty and the Beast". 2011/05/30
Adding the story of "Goddess, drunk, kids, and old fisherman". for telling the evolution from bargaining to commodity money 2011/05/29
The follow-up continues in part 2--- Original Post start here ---I've read a lot of threads about economy simulation in DF (Here is a
thread collections link, collected by
NW_Kohaku), and kohaku mentioned
the official development plan by Toady. So I went to read about it.
And it strikes me about a economic simulation I used to participate in the past. The same world build-up with basic landscaping related raw materials gathering, (either through mining or farming or gathering.) A tree like industrial production line from raw materials to finished goods. And a world composed by many regions (we used city-state like grid separated with wild areas). And we went even further to create a multi-currency trading networks, allowing each city-state to own their own currency. And we even setup selected citizens (you can called them the owners equivalent to the nobles in DF) in the city to own their own buildings, factories, shops, and even enterprises. (The reason why not simulating every individual is obvious - computers are NOT powerful enough)
But the problem I liked to talk about here is NOT how to setup currency networks, but it's that we discovered some inherited problems when simulating the inter-citystate trading - it either died out very quickly, or only happened in a very small scale. At first, we DID think it's happening because lack of comparative advantage between each city. (In simple term, each city is so self sufficient that it doesn't need to trade with others). So we scattered the resources through out different regions, and hopefully it can boost the world trading.
But we encountered a more daring problems, it's now not only the trading was dying out, but the cities themselves were dying out. And the reason is simple, they relied on trading to survive too much. Because only those regions are lucky enough to own most of the importance resourced can sustain themselves, the others were having difficult finding the right partners to import the goods they required.
And we later found out it's a very basic mathematical problems. Let's assume that we have 100 cities, than each city need to send 99 times of request to others. But resources need time to accumulate, so when a request was send, and assume it find the first trade partner, when they arrived there, they may find the target s/d has already changed, and there are chances it will be good, so the city buy some more, by doing so extract the already scares resources even more. But there are also chances that they are bad, so they can't buy what they needed. so it sends out more request to other cities to collect other kinds of resources, and this process keeps going on and on.
Also since all these are not instantaneous happening, (like in DF, caravans need time to travel, and there are limited amount of caravans an entity can be sent out at a giving season). So when the time they do find out the partner they needed, a long time has already past, and the key commodities that lacks during this time, has already causing the city's industries into a halt. And here is a trick that, the average seeking time for a source material must be quicker than the city preparing/setup time for the industry using this material, hence there must be a certain level of self sufficiency in each city's resource level (less resource scattering), most often too high to really make a change.
The situation decried above, happens so randomly, and involves many variables. Since the computer are not clever enough to make complicated decisions about specializing and focus on certain advantage industry, when a industry jammed, all aspects of city developing are affected. (decision-tree sub-routine are way too time consuming to implemented into each owners/nobles in each cities)
Then we settled a plan to create some cross-city international enterprises, and hoping they can help determine the shortages in regions through out the world, much like a kind of medieval guilds. But it kind of defeating the purpose of inter-city trading. And the the way we tweak these enterprises can determine the results of trading hugely. And it felt more like planning an economy, than evolving an economic system. (And the reason we didn't try further would be explained below)
Again, we tweak the industries in a city with protective measures, so no matter what, there is always some minimum amount of products can be produced (A little like protective tariff to support fragile industries). And something strange happening. that there are no longer high-end finished goods trading in the world, but most of the cities only export raw materials or low-level industrial half-products. And they all looks like third world countries, with minimum high-level industries, and lots of basic industries. Only those few cities with all kinds of abundant materials becomes mega-cities and buyers, but never selling finished goods to the poor neighbors, because they can't afford them. All the wealth are concentrated in the few mega-cities. And those mega-cities are not trading with each others because they don't even need them.
There are so many places may go wrong using bottom-up approaches. (The purpose of the experiments was trying to model a microeconomics system to verify some models in macroeconomics like international trading H-O theory, or neo-Ricardian trade theory). And quite dangerous if you only view them on the micro-level. I DO know that there are many macro models can be used to "simulate" the effect of international trading and the production in a region. Like using the famous Keynesian theory, it only focus on the demand which will automatically create the supply, and by defining a minimum import to support each local economy (think as blackmarket trading) that each city somehow gets the basic import they needed "magically" (for computer entities). Only when every entities subtract these goods and evenly "gifted" to each other, then they will start to trade the remaining "excessive" commodities through normal trading routes. (you can randomized during minimum trading, and create more natural fluctuations)
I'll make a basic summary I mentioned above :
1. If caravans are the only means of world trading, using local supply/demand differences as references. The most likely result will be global recession due to untimely trade and difficult AI decision making.
2. If a global trading networks DO create artificially, it's most likely due to careful tweaking, rather than natural evolving. And it has high failure rate if not careful, or otherwise become too predictable.
3. Using some macroeconomics theory and extracting the basic elements to put into, it can produce better results, but often with unexpected results. Like over centralized or uneven economic balances.
Hopefully this may come into some use.
P.S This is only a brief about global(world) trading with many entities, and what it may look like. But notice that it has NOT touched the problem about currency, (yes the illusive money and coins) or exchange, or even banking and interests. They belongs to a process called "money creation". (literally, I am NOT kidding, it's a real and serious economic subjects, and it's not only happening in modern time), and remember the measure of goods (like dwarfbuck) doesn't equal money automatically, and money is actually commodity. (There are a complete branch of economics dealing with that called Monetary economics)