[War_ooc] Activity requirement?

John Penta john.penta at gmail.com
Sat Jul 11 20:46:39 EDT 2009


Snipping away the argument between Dylan and Dan...Yes, I've decided
how I'm going to handle the inflation issue:

Starting values will be those from the CIA world factbook for each country.

After that, I'll play it by ear in adjusting up or down.

John

On Sat, Jul 11, 2009 at 8:42 PM, Dan Garcia<ssiruuk25 at yahoo.com> wrote:

> That being said, to actually judge the inflation rate based on player
> activity in any rigorous way would be difficult as those policies which can
> lead to inflation often have caveats.  For instance, running fiscal deficits
> can cause inflation if the central bank ends up buying the debt (T-bills,
> etc), e.g. monetizes the debt.  This does not happen very often (though it
> *is* happening at the current time, leading many people [myself included] to
> fear that in a year or two we will see a big inflation) as most of the time
> there are plenty of investors willing to buy the debt (but the more
> investors spend on debt, the less they have to invest elsewhere in the
> economy, lowering growth, making "stimulus packages" which rely on big debt
> issuances an iffy business unlikely to provide benefits as large as often
> expounded by politicians...).  Other policies which encourage (or
> discourage) inflation have similar caveats and subtleties.
>
> My advice on the subject would be to wing it.  Use it for game balance, use
> it to keep people from running gigantic deficits, or so on.  Inflation in
> practice is slippery enough to give the GM a lot of freedom.  But for the
> most part, unless someone is doing really weird or crazy things economically
> it should be in the 2-4% range, fluctuating with the rate of economic
> growth.
>
> Anyway, my two cents.



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