03-30-2021, 09:30 PM | #11 | ||
Join Date: Jul 2008
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Re: GURPS Realm Management: New Economy Types
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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03-30-2021, 11:28 PM | #12 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Realm Management: New Economy Types
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Bill Stoddard I don't think we're in Oz any more. |
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03-31-2021, 01:16 AM | #13 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: GURPS Realm Management: New Economy Types
Probably not; the Drawbacks might be harsher.
Note, however, that the way I designed this would mean it really has to be playtested for a while in order to see how it works, because it is inherently unstable. On the one hand, the Reform Windfall, which is a frequent possibility, can push Loyalty and Conformity higher and higher. But on the other hand, the Demagogue also is a higher-than-average possibility. That immediately causes Inefficient 1 for a while (which implies a drop in Loyalty) and in the long term an even worse drop both in Loyalty and Conformity. So the likely result is that this government has to engage in internal propaganda quite often, and Loyalty might be on a roller-coaster. Add that Completely Reliable, Usually Reliable, Facile and Very Facile Management are forbidden. The founder would do well to invest some +10% or more in order to increase the Management Skill by +2 or more. --- To go back to our real-world example, Yugoslavia, imagine getting as a Disruption the Political Schism. That penalizes the attempts to Bluff and Negotiate - including with the realm's own population. Now imagine that the mandatory check is a critical failure and you get, on top of that Political Schism, the Demagogue. That can only be countered with Bluff. That creates a bad situation that is pretty difficult to solve. And since the Management isn't Facile, doing anything else than dealing with this crisis is extremely difficult. --- All that said, since one Government type has a size cap at TLs lower than 9, it would pretty easy to apply a size cap to this Economy type, too. Last edited by Michele; 03-31-2021 at 01:30 AM. |
03-31-2021, 04:20 AM | #14 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: GURPS Realm Management: New Economy Types
OK, here's a much harsher proposal.
Participatory In a participatory economy, the people vote on what goods are made or what services are produced, and how both are made available to the population. Citizens are thus almost always happy, but the system might be unable to react quickly and effectively to changing circumstances or emergencies. On top of that, leaving decisions in the hands of uninformed and possibly short-sighted citizens may have its drawbacks; windfalls tend to be distributed out as consumer goods, which makes the populace even happier but doesn’t set reserves aside. Up to TL5, this system can only work for Realms with up to 10,000 citizens. At TL6, it works with up to 100,000 citizens, at TL7 with up to 1,000,000 citizens, at TL8 with up to 10,000,000 citizens, and from TL9 technology makes it workable with any number of citizens. Realms that start with a participatory economy, and grow beyond these figures, might develop a mixed economic system: keeping the participatory mechanism for local/limited concerns and adopting another system for broader issues. Examples: Modern-day Greenland communities; Tito’s Yugoslavia. Benefits: Increase starting Citizen Loyalty by one step. Start with one additional Workforce point. Drawbacks: The Management skill cannot be higher than the average IQ of the population (10 for humans); no modifiers that improve the Management Skill are available. Any Windfalls that grant RPs or additional Revenue are turned into the Reform Windfall instead, barring a successful Management Skill roll. In case of any Disruption not having foreign causes, roll against Management Skill; a critical failure results in the Realm being affected by the Demagogue Disruption as well. |
03-31-2021, 10:50 AM | #15 | |
Join Date: Jul 2008
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Re: GURPS Realm Management: New Economy Types
In the generally fictional situation of the populace being aggressively educated in effective electoral governance, perhaps some skill could be substituted for IQ?
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Action-wise, 'run an algorithmic trader' could reasonably be described as one (admittedly complex) action.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 03-31-2021 at 10:56 AM. |
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03-31-2021, 12:52 PM | #16 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Realm Management: New Economy Types
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Bill Stoddard I don't think we're in Oz any more. |
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03-31-2021, 01:22 PM | #17 | |
Join Date: Jul 2008
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Re: GURPS Realm Management: New Economy Types
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(You don't need trading algorithms for one action by one person to create a complex cascade of consequences on many other people they never directly interact with. You can even achieve it without really having an economic system...)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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03-31-2021, 02:23 PM | #18 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: GURPS Realm Management: New Economy Types
I'm wondering what the "Boring" Economy that has no drawbacks or benefits is...
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03-31-2021, 03:21 PM | #19 |
Join Date: Dec 2012
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Re: GURPS Realm Management: New Economy Types
If an economy were discovered that had no drawbacks, someone would invent new ones.
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03-31-2021, 03:39 PM | #20 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Realm Management: New Economy Types
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On the original government type, I'm not sure what you're trying to describe (arguably a conventional free market involves voting for what will be produced, it's just that the voting is done with dollars). I don't have Realm Management yet so don't know the specific terms it uses, but it sounds like you're after a planned economy where the government type is a direct democracy. |
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realm management |
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