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	<title>Comments on: Designing an Economy</title>
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	<link>http://flashofsteel.com/index.php/2009/01/24/designing-an-economy/</link>
	<description>The Best Strategy Game Blog in My House</description>
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		<title>By: Troy</title>
		<link>http://flashofsteel.com/index.php/2009/01/24/designing-an-economy/comment-page-1/#comment-200946</link>
		<dc:creator>Troy</dc:creator>
		<pubDate>Wed, 11 Feb 2009 16:15:50 +0000</pubDate>
		<guid isPermaLink="false">http://flashofsteel.com/index.php/2009/01/24/designing-an-economy/#comment-200946</guid>
		<description>That was on my short list of topics, actually, and I may go back to it.</description>
		<content:encoded><![CDATA[<p>That was on my short list of topics, actually, and I may go back to it.</p>
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		<title>By: Michael A.</title>
		<link>http://flashofsteel.com/index.php/2009/01/24/designing-an-economy/comment-page-1/#comment-200938</link>
		<dc:creator>Michael A.</dc:creator>
		<pubDate>Wed, 11 Feb 2009 15:14:01 +0000</pubDate>
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		<description>There&#039;s an idea for a future feature series. The diversity in how these are implemented in grand strategy games is - I think - quite interesting (as opposed to Sørens more general discussion). Just looking at Paradox&#039;s games on the EU engine for instance, you find a handful of different models for an in-game economy.

One ever-present problem, of course, is how to avoid players building up enormeous (and unrealistic - except for Norway) money reserves. I thought the inflation system introduced in EU (first time I saw that used, I think) was quite ingenious, even if it didn&#039;t work properly. Reasonable trade systems are another big issue, IMO; I rarely feel they work well in the &quot;closed&quot; game worlds of strategy games.

You know you want to write about this... ;-)</description>
		<content:encoded><![CDATA[<p>There&#8217;s an idea for a future feature series. The diversity in how these are implemented in grand strategy games is &#8211; I think &#8211; quite interesting (as opposed to Sørens more general discussion). Just looking at Paradox&#8217;s games on the EU engine for instance, you find a handful of different models for an in-game economy.</p>
<p>One ever-present problem, of course, is how to avoid players building up enormeous (and unrealistic &#8211; except for Norway) money reserves. I thought the inflation system introduced in EU (first time I saw that used, I think) was quite ingenious, even if it didn&#8217;t work properly. Reasonable trade systems are another big issue, IMO; I rarely feel they work well in the &#8220;closed&#8221; game worlds of strategy games.</p>
<p>You know you want to write about this&#8230; ;-)</p>
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		<title>By: Troy</title>
		<link>http://flashofsteel.com/index.php/2009/01/24/designing-an-economy/comment-page-1/#comment-198287</link>
		<dc:creator>Troy</dc:creator>
		<pubDate>Sun, 25 Jan 2009 18:20:44 +0000</pubDate>
		<guid isPermaLink="false">http://flashofsteel.com/index.php/2009/01/24/designing-an-economy/#comment-198287</guid>
		<description>That was a bigger problem in Civ 3 than 4, Alan, too. There were many times where I would start a Civ 3 game having to rely on a warrior/archer rush because the nearest iron or bronze was too far away. Civ 4 made these resources more common - I don&#039;t think you can have a continent with neither.</description>
		<content:encoded><![CDATA[<p>That was a bigger problem in Civ 3 than 4, Alan, too. There were many times where I would start a Civ 3 game having to rely on a warrior/archer rush because the nearest iron or bronze was too far away. Civ 4 made these resources more common &#8211; I don&#8217;t think you can have a continent with neither.</p>
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		<title>By: Alan Au</title>
		<link>http://flashofsteel.com/index.php/2009/01/24/designing-an-economy/comment-page-1/#comment-198281</link>
		<dc:creator>Alan Au</dc:creator>
		<pubDate>Sun, 25 Jan 2009 17:42:14 +0000</pubDate>
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		<description>Civ 3 and Civ 4 are funny about that, where it&#039;s completely possible to start without the resources to counter your opponents.  Late-game resources can also be rare, giving you casus belli against your blustering rival sitting on the local oil deposit.</description>
		<content:encoded><![CDATA[<p>Civ 3 and Civ 4 are funny about that, where it&#8217;s completely possible to start without the resources to counter your opponents.  Late-game resources can also be rare, giving you casus belli against your blustering rival sitting on the local oil deposit.</p>
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		<title>By: JonathanStrange</title>
		<link>http://flashofsteel.com/index.php/2009/01/24/designing-an-economy/comment-page-1/#comment-198257</link>
		<dc:creator>JonathanStrange</dc:creator>
		<pubDate>Sun, 25 Jan 2009 14:49:10 +0000</pubDate>
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		<description>Can&#039;t even afford pointy sticks for spearmen? You have bigger problems than enemy horsemen.  I suggest hitting &quot;Restart&quot;.</description>
		<content:encoded><![CDATA[<p>Can&#8217;t even afford pointy sticks for spearmen? You have bigger problems than enemy horsemen.  I suggest hitting &#8220;Restart&#8221;.</p>
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