Wats On My Mind: City Management Games

I’ve been playing a city management game called Sim Empire. It’s a lot like the old classics of Pharaoh, Caesar, or Anno Domini. You are building a town out of nothing, lay out the streets, houses, businesses, and municipal buildings – even houses of worship. The more of your citizens’ needs you can satisfy, the more lavish their homes become – and therefore the more you can collect from them in taxes.

The game has made me aware once again of the sheer beauty of the invisible hand of the market. Here then are some random thoughts on the economy of these types of games.

My citizens don’t have enough grain. If I don’t build enough grain farms, they could starve (in some games, yes). It’s a wonder they don’t revolt and throw me out of office! Oh, but I built enough police stations to cover every square pixel, so they daresn’t, and enough military that no outsider feels safe ‘liberating’ them. If only I allowed free markets, though, some entrepreneurial bitizen would notice the price of grain was high, farm some land, and provide for everyone. No tyrant needed!

The one chief advantage my underlings have is a powerful one: if I don’t provide for their every whim, they will refuse to pay taxes. Apparently my military apparatus is not sufficient to take their money by force, despite being strong enough to remain in power. If I’ve neglected the game for a while due to the pressures of real life, I see 75% of the country simply refusing to pay taxes and nothing to do about it.

Actually, there is one thing I can do about it: go to the free market. What? I thought there wasn’t a free market in my empire. Well, there isn’t, but there is a free international market with no tariffs, quotas, or other restrictions. Well, there is one restriction: no trading outside of 6am-6pm. The one chief advantage Sim Empire has over its older cousins is that I can work with other tyrants. If one has too much wood or grain, there is a marketplace where they can sell their excess to me. I can also sell my excess stone or porcelain.

I’ve noticed, though, that this free market is rather odd. The price of raw materials is higher than the price of finished products. Clay, for instance, right now costs 40-45 gold and wood costs 50, while porcelain – made from clay and wood! – costs 35-40. And you get less porcelain than you put in clay and wood! It’s a real money loser. It occurs to me that I should stop my porcelain factories altogether, sell the clay and wood I used to be using on the market, buy porcelain, and pocket the difference. If enough of us do that, the prices ought to revert. … But why are they doing that in the first place?

I am pleased to announce our Empire runs on hard metal money: gold. No fiat currency here! So no inflation, right? I’m actually dubious. There is no actual limit on the amount of gold I personally can amass, nor on the amount other players can create. The developers never come in to take gold out of the system, so I actually predict as the number of players increase and the amount of gold increases faster than the number of goods being traded, the prices of goods ought to go up over time as well. For an example of real life silver and gold-based currencies, economies, and countries being destroyed by inflation, head on over to Crash Course History for Spain and China.

A reminder that being on the gold standard won’t solve all your problems.

One thought on “Wats On My Mind: City Management Games

  1. Update: The way they are preventing inflation is one of the worst possible: price ceilings! The reason the prices don’t make sense is that no price is allowed to go above 50, which means there are massive shortages for common goods, and my brief foray into not producing my own porcelain is a bust because I can’t buy enough of it. Ah well!

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