Gothic game economy that if the economist will make a review of games?
What if you consider games not from the outside, gameplay, graphics, and not even a plot. And from the side of the economy, a real economy, it turned out that I am an economist by education, and I did not work in my specialty, and I thought why not combine it? What came of it? I propose to familiarize.
Below is completely textual option. By the way, in the text version there is more information.
The events of Gothic’s game transfer us to another world, it is customary to distinguish between the era where humanity now lives, for example, you are my dear viewer in the era of the information era. And our nameless … Well, it is difficult to judge, some will confidently say that the events of the game unfold in the pre -industrial era. But is it so? Yes, there was no industrial revolution, it is obvious whether it will be and whether they need it?? Do not forget that there is magic in this world and most likely there should be a jump in the magistral era what kind of era it is? It replaces industrial when magic comes to the rescue of mankind instead of mechanized machines, when a bunch of undead is called up and it performs all the dirty work and enslaves the world …
Although our nameless and no one is just another convict, which is already full in the colony and not what it is not elected … Still, I will tell you something now.
Have you ever thought, but what is the largest camp in the population. So I thought, or rather, it will be needed to collect statistics
As you can see, the population of the colony is about 400 hundred people. What gives me to judge or in Mirtan a very low crime rate, since there is no one to refer to the colony, or the developers did not show thousands of prisoners so that our computer would not burn back in 2001. Well, it is not probably a low crime ..
Compare the difference between layers of the population, for example, in the old camp,
The population of the colony
So the largest camp is the Homez camp. Question?! Why in the old camp the most population. There are two answers either to the miners just have nowhere to go and be afraid to join other camps, or Homez still well arranged their life. But I will answer this question more precisely later.
Let’s look at and briefly run through the standard macroeconomic indicators that are approaching this game, and this is:
Let’s start with GDP, internal gross product, it is very difficult to objectively evaluate this indicator in camps. But it will be possible to represent in percentage ratio with other camps how things are.
Take the colony for conventionally this is 100 % of GDP, what % GDP produces each camp in the colony.
The old camp 50% creating such benefits as ore mining, forging weapons and equipment, hunting.
New camp 40% of GDP is already less. It also produces ore production, hunting, and rice collecting in rice fields. Naturally the value of rice fields is lower than blacksmithing. But on the other hand, they produce a drink, rice schnapps, which for some may be more valuable than everything else. By the way, 1 bottle of Shnapsa costs 15 ore, and a bottle of beer 10 ore, very strange prices, because you value beer more expensive as it is a product from the outside world.
And of course, our sectarians, the swamp camp has 10% of GDP almost nothing, the only thing that the collection and sale of a swamp, and also blacksmithing in small volumes is purely for personal use, or rather equipment for guards.
Next, we will analyze the unemployment rate
This level of unemployment is committed normal from the economic component of the life of the colony.
In the old camp who does not work, he either dies or goes to a new or swamp camp. What makes the unemployment level close to 0
The new camp where unemployment is 33.6% of the population this is thieves and robbers who do not work. This even more negatively affects the economy of the colony as a whole, because they take someone’s income from the old camp.
Well, the swamp camp is 60% of unemployment – these are novices who go to the camp so as not to work and use the swamp. Only a small part of the novices works and then the work is only in the collection and sale of a swamp.
As a result, the average level of unemployment of the colony is 31% is 124 unemployed. By the way, in Russia, the average unemployment level is 5%
Now about inflation, it is already more interesting. Inflation if in brief is a price increase
According to the Black of the game, the old camp loses the mining of the ore when the mine collapses and floods with water, and the old camp, without the reserves of magic ore, loses the source of profit, and there is no other mine at the disposal. This should lead to the following consequences.
Even despite the fact that in the new camp there is a mine, they are unlikely to want to give a magic ore to the king, and most likely the value of the ore will increase and the goods from the outside world will become even more expensive. But, what if the magicians of water will put the supply of ore to the king? Then in this case the goods will be cheaper or will remain at the same level due to the fact that the value of the ore will be higher.
The only way out of the situation is to unite resources with a new camp, which, in principle, was proposed by the Black of the game by Fire magicians, but the centralized economic system, which was in the old camp, and which was controlled by Homes, made a decision to capture the new mine.
Those who went through the game think the bad homes can not solve anything to the world. Do not forget where you are, it is a prison, after all, and indeed was the act of Homez so reckless?
Not quite … On the one hand, when the mine is captured, Homes would destroy the mercenaries, capture slaves and extract ores, “less mouths, less expenses” this strategy would minimize the costs that could be with the option of uniting.
When combining, it would have to be resolved Larabet.uk by the following issues such as providing people with the following benefits:
Providing guards and mercenaries with resources: food, clothing, entertainment.
This would be necessary because in a bad scenario, when, you are forced to work for someone and you are not paid and beat with a whip, there is a great probability of a civil war and a change of power.
I would also have to solve a new problem with the level of unemployment. Rudokopov would have become more, the question of how to occupy them? These are not slaves, they need to be fed. I would have to feed your mouths that would not do anything. And in the absence of providing people with jobs, the crime rate, or a conspiracy and a change of power will rise
And of course, the loss of a significant share of the authorities, which can also lead to significant, deteriorations of the colony economy, through incorrect decisions from the new camp, or just when the parties cannot come to one agreement. Personally my opinion is that the administrative team economy is the best option for the life of the colony.
So in the new camp, trading with the outside world, water magicians are not worried and prices will remain at the same level in the short term.
The swamp camp will tolerate the most economic losses since the value of magic ore will increase, the prices of prices for the swamp will occur, and that is, 1 jamb of swamp grass will be almost sold for the gift, and there are no more cheap goods from the outside world.
Well, what in reality, the game is completely unable to respond to data change, the level of inflation in the game itself is 0% any merchant will buy any trinket for one and the same price, which naturally spoils the general impression of the game .
By the way, inflation in Russia is 2.55%, is it good or bad? I will say this could be worse.
Now we will analyze the national income, this is the income of each of the camp
National income
The old camp produces 220 ore bags per month from no 20 go to melt. And supplies to the outside world for other goods. Food supplies, weapons, all that homes will wish.
The new camp is accumulating ore, the quantity is not known, but suppose that the extraction is carried out approximately lonely, here it would even be possible to apply a certain convention, because the miners of the new camp work for the idea to get out of the colony.
The swamp camp is provided only thanks to the swamp, the inhabitants of the old and new camp willingly give their reserves of ore. Sutters are even given a special task, to sell and spread the swamp. So, for example, I was surprised by a great example of marketing, where the novice gives a swamp for free to increase the demand for it and find new buyers. Often, many large companies use this technique
After I appreciated the income of each camp, it would be worth making out personal income, he is the income of one inhabitant of the camp.
We agree on the fact that the income of mines of the old and new camps is about the same 50 pieces of ore per month. And three -time rations in the new mine, which means the ruDocopes of the old camp should be fed no worse … although, by knowing ..
For example, consider jobs in old mines this:
Rudokopa 26;Guardians 20.
They also deliver food to the trace every month:
20 loaf of bread, which is about 0.4 pieces of bread
10 pieces of cheeses, 0.2 cheese
25-30 apples, 0.5 apples
1 scoop of soup. 0.02 soup
If it was a day portion, then it’s normal, but the manager of the mine orders this food once a month, it is natural to survive for a month for such a volume of food, given that you need to work with your hands. Most likely, the developers from Balda wrote these indicators, or somewhere there are reserves, and these goods were delivered only to force our nameless to almost die in the forest on the way to the old mine ..
How much the guards receive is also unknown. And if the main character becomes a guard, no one to pay him a salary. Does this mean that the guards do not get nothing? It is unlikely. The developers also omitted this component, but we will assume that the guards receive a sufficient salary so that there is nothing to deny themselves.
In the swamp camp, novices do not receive anything, they work at a minimum, collecting and selling a swamp for the fraternity.
The guards of the swamp camp most likely also do not receive ore.
The whole ore is ruled by the guru, trading with other camps buying the necessary goods from sales of a swamp.
And before starting the most interesting, or that is, to consider the goods exchange system, I propose to first consider the no less interesting thing, otherwise the consumer basket of the inhabitant of the colony.
Consumer basket
For the basis, I took a real minimum consumer basket as in Russia, I had to unite some points since some goods simply do not in the colony.
The average minimum product basket in Russia will go by about 4000r. But the colony lives according to other law, the average consumer basket will clearly differ from the Russian because of such factors as physical labor, one of the factors of production by the way is work, but more on this later, if in briefly, the hard workers should eat normally so that the efficiency of performance is kept at a height, but in reality I think the inhabitants of the colony do not eat up, so I will take the indicators from the Russian basket, we will get 979.Kusov ore spends 1 mincop per month only for food.
From the consumer basket of the colony, it becomes clear that the level of income of a mining in 50 pieces of ore cannot provide it for a normal life, this is the right road to death, if the mining is completely ensured by 979 pieces of ore per month ..
Here or developers will say, well, they say Homez provides mines with everything necessary, we simply do not talk about it in the game for a direct. But this is only a food basket, I didn’t even take into account, spending on clothes and inventory, even if they work in underpants and with a picking, but these are also costs. Given that the population of the old camp is about 171 people and this is 167,409 ores per month go on food on the minimum basket. Also, knowing that the column is about more than 20 years old 40,178,160 pieces of ore for food for all the time, I understand that the population is all different, well, let’s agree that it almost did not change throughout and this average indicator.
Are such volumes real? Here you need to understand how much weighs 1 piece of ore. The game is completely incomprehensible how much it weighs, but you can clearly understand what size it is. 1 piece of ore is approximately equal to the volume of a compressed fist of an adult. It is approximately 300-350 cubic cm. So, what does 167 409 pieces of ore look like?? An ordinary five -story building has a volume of about 11,792,000,000 cubic meters. cm, and the monthly costs of the old camp only for food are 58 593 150 cubic cm cm ore. This is about one 201 part of the volume of an ordinary five -story building. And by the way, the full volume of a five -story building is approximately equal to the volume of the spent ore to provide food for 20 years old camp.
On the one hand, in industrial volumes, this seems to be a very small amount of production, which is in principle real, because it is only expenses for food and get much more ore per month.
But in the game there is a clear mention of how much the old mine produces a month, and this is 220 ore bags. So the volume of one bag will be, for example, for example, we take very large bags of 1000 liters. And that bag will fit into 1 bag, taking into account that they completely melted the ore and there was no empty space left in the bag in it to fit 2,800 pieces of ore. Per month they mines 220 bags, it is 616,000 pieces of ore = and that is, 215,600,000 cubic meters. cm. Kusov ore per month. In the volume of our five -story building, this is already one 54 part of this house.
And here I am already tired of counting and I think that, in principle, prices correspond to real, the ore given should be enough for life, provided that their homes feeds them. But the pile of ore in the new camp should look a little different … It should be sooo big.
But the question of the advisability of using ore as money is very sharp, because the ore that Homez gives out as a salary could go into circulation with trade with the outside world, and in the future you can lead the usual coin as a currency and the commodity of people will become easier, because where, for example, 1000 ores, it will be stored by pieces, so it will be stored as simpleRudokopam nowhere and merchants, in principle, too.
Product exchange system
And here we move on to such a concept as a system of trade.
From conversations with residents, we already know that the colonies have been over 20 years. And the biggest economic error on the part of the developers is currency. And so we know that the average consumer basket costs 979 pieces of ore. At the same time, even those 50 pieces of ore, which receive mines occupy a fairly large area, is not convenient to transport and trade every day, buying some goods from merchants.
Perhaps when a colony just appeared such a metabolic system could have the right to exist, due to a lack of coins. But in the game itself, I personally found 11593 coins, they could serve as a currency, especially outside the colony with a currency, it was a coin, homesm did not need to ask the king to send him along with the resources and coins by ore, thereby he could create a reserve of magic ore, and the colony would exchange ordinary coins inside. This is the most logical option, because the exchange with the help of ore in real life would be simply not possible. At the same time, an increase in the money supply would not lead to the depreciation of the coin, since the bulk of the money would be only among a narrow number of people, such as barons.
In the game, along with such a currency as the ore, the barter system also acts. If you find the right merchant, and if you do not have ore, you can safely exchange an unnecessary thing for the right. In the game, this system works perfectly, which would be impossible in real life. For example, you can safely find unnecessary trash in the form of a huge number of mugs, stands, spoons, sticks with nails and exchange for a good quality sword.
If such a system worked in reality, then each merchant had its own price for each product, and different merchants would not have bought up some types of goods at all. And if they bought it, then at a very small price. Half of the merchants simply does not have a ore, which makes it impossible to somehow enrich and put together capital selling all trash by ore. This problem would calmly solve the introduction of a single currency, which was cheaper in cost, otherwise these are ordinary coins that homes could easily receive and pay to mining and guards. And the new camp could calmly sell part of the ore to the old camp. Well, or just steal them
Of course, all of what has previously said would be impossible without the production of goods and services. The following standard factors of production are distinguished in any economy of the country.
This is labor, land, capital, entrepreneurial activity.
Production factors
Capital as a factor of production of the colony does not use at all, and really the ruling circles do not want to sponsor the criminals and count more only on themselves, the pseudo-waist is also explained, instead of full-fledged money, and that is, if a monetary currency was introduced, the colony would use this production factor, the type of investment in small and medium-sized businesses. Also, the absence of this factor is explained by the presence of a monopoly in trade with the outside world near the old camp, but this is only because of the lack of competitors.
Entrepreneurial activity is very local, this production factor does not stimulate the growth of the economic stability of the colony, which, in principle, is explained by the fact that there is no investment in entrepreneurial activity.
But still there are merchants. Absolutely everyone is buying up with a ratio of 1 to 2.
I don’t know how, but the merchants somehow agreed that they would buy from the nameless all at the same price, while when buying any product loses half of the declared value. Naturally in a real situation, this scenario is simply impossible, and created artificially.
It can be mistakenly accepted that labor is the main factor in production, but this is not so, the work of workers is almost not stimulated in any way, and taking into account that it is a prison, a colony, call it as you like, this factor is transformed into an awesome factor of production, otherwise the work is for fear of fear. Which is unique, because in ordinary state economies there is no such thing.
And finally the decisive factor in production in the colony providing the existence of life in it is due to such a factor as the Earth. It is no secret that the colony survives only on the extraction of magic ore.
If we compare the Gothic colony with real problems in Russia, the following similarities can be distinguished
Of course, not everyone needs a realistic economy in games, sometimes its complete mismatch with reality can become a highlight of the game, and sometimes complete disappointment.