Looking good, I like the resource types you have there, it's got a nice realistic flavour going for it, also if you need playtesters I'll be glad to jump in, my french is horrid conversationally but your interface looks clean enough to be workable.
No problem, you'll be warned when i'll need testers, concerning the language don't worry , i won't release anything without a full english translation included.
Anyway i've done some work on the compagny scale economy. Company are a bit more aware of macro economy , (they don't rush at the smell of immediate profit anymore), the local market is less volatil . it means that civilian and company capital isn't anymore spoiled by the regular bankruptcy.
Because i'm talking about industry here a word about it :
PPU : ( Production Per Unit(factory)) is basically driven by the PPU MAX ( Production Per Unit MAX) the man-power factor the material factor and the raw material factor.
Man-power factor : there is 7 type of employees with their respective base salaries , the man-power factor is calculated given the employment market, each ressource needs a diferent amount of employees . Each employement factor are inter-dependents so it is important to have qualified workers if their are needed, or the productivity will drop.
Material factor : Is the availability of machines and intermediate products(like fertilizer for farms). Even when the factory is already constructed it "consums" machines (replacing the old and broken ones)
Those 2 factors above determine the PPUMAX (which depends on the PPUB ( Base Production Per Unit) ) PPU MAX is needed before so that the factory will consum the correct amount of raw materials.
Raw material factor: the final factor which is the amount of raw material(s) available , it multiplies with the PPU MAX providing the PPU .
That is how (basically) the productivity works .
On top of that their is finance for each industries ,
expenses depends on workers salaries, materials and raw materials expenses, fixed expenses, special taxes, operational expenses and others ponctual expenses.
Profits is the sales income - the expenses above - corporate taxes ( based on gross profit).
Profit goes to the respective industrie capital , loss are deducted from capital .
Capital per industrial unit is important as it determine the general health of the said industrial sector , the ability to invest in new factories, the liquid assets and (very important) the ability to resist market fluctuation.
Bankrupty is directy affected by capital, but before the factory goes into bankruptcy , the latter will 'sleep' if loss are too big : production will drop to 0 as material and raw materials expenses and workers salaries will decrease a lot this gives time to the factory to support bad market , employment and supplying situation.
When an indutrial sector has fallen to 0 factories, it can restarted if projected profit and demand is good enough thanks to the civilian capital ( which involve the propensity to save for each citizen class). Nothing is lost , a fraction goes to taxes a fraction into buying goods, and another fration to civilian capital.
When an factory is constructed it usualy consums construiction stones(concrete), iron and machineries. for an industrial particul accelerator ( it produces anti-matter) it is
slightly diferent construction materials.
Oh and taxes of course there is taxes , for now there are corporate taxe, income taxe, and the 'citizens taxe' (it is a fixed taxe on all people) , the economy is directly affected by taxes not just because of the companies , but also the citizens (their consumption depends on their salaries , and their propensity to save).
Now i will work on subsidues along with mines , mining sector is quite special as it will support all the heavy industries, factories buildings and ships building (abondance and availability generation is already implemented and is taken in account).
Even if the you have a very good mineral availability , you need at least millions of people , a healthy industrie or an international demand to make a mine sell most of its stock.
For exemple in my 500 000 habitants province, the iron availability is 0.5 , if a mine is built here , it will produces (with 100 % man-power and 100% machines) 108 000 Tonnes of iron per month, unless you force every citizen to eat iron at dinner , my mine will never sell all its stock , price will fall and the mine will close destroying a portion of the civilian capital by the same time. The mine in my exemple would spend 4 800 000 $ for its employees + 1 600 000 $ for mining machineries and 700 000 $ on fixed expense that makes a total expense of 7 100 000 $ / month , the profitability threshold is then 7 100 000/ 108 000 = 64.74$ per tons
if everything is sold .
If as a province governor you want iron for the industries or for your ships, you will be able to make contract or subsidues with iron mining corporations and other industrial sectors.
Contracts will create a virtual demand of the chosen ressource , prices will be fixed , it will be regular or ponctual. Ressource paid will go to the state stockpile , that you are free to sell to the civilian stockpile.
Subisidues :
On capital : it will be ponctual, it simply adds capital to the industry sector to make it survive or help it develop.
On sales : it is the bonus for each sales , virtually raising the selling market price .
On production : the bonus for each tons/unit produced.
About abondance and availability : There is a base availability/abondance for each minerals * planete availability/abondance.
When abondance drop to 0 , you will still be able to produce but the availability will drop as well , making harder for mines to be profitable.
Abondance just represents the amount of relatively rich deposits . it's just like real world.
What i am going to work next is intermediate corporations, (it is just partially implemented for now) with
social services
Transport services
R&D & scientifics services
Ingeneering and technicals services
Wholesales
Proximity trade
hypermarket
Raw materials extraction
Manufactures & workshops
They work slightly diferently from the factories .
-Some will influence factories productivity
-create employement just like factories (done).
-Will have same financial layout as factories(done).
-Raw material extraction & manufacture will be much much much less productive than factories and mines but it will require a lot less machines to work.
The goal in implementing intermediate companies and by adding a new layer to the economy is to make the employment and the goods market more stable and diversified .For exemple workshops and raw materials extraction companies will be polyvalent at producing needed goods at low demand , will be able to change their production depending on the market but will never be as competitive as mines and factories for large trades. Intermediates companies will be a good starter for emerging industries and will fill the gaps even in prosperous industries.
I didn't mention in my previous post , but suggestions are welcomed , if you have ideas that would make the economy better . please go on , i prefer to have suggestion at this stage of development than after everything is implemented and debugged. It can be something you have always wanted to see in a game , a suggestion concerning the UI , goods you 'd like to trade in the game , taxes ect ...