Forget What You Think You Know About Economics

Day 412, 18:24 Published in USA USA by Lowell Kennedy
This article is largely an amalgamation of two previously published articles that are revived from months ago and I believe should be repeated today. The ideas should be attributed to the original authors as they are copied verbatim in many cases. Works are cited within the article.

The hardest thing for players to grasp when they first start playing eRepublik is how simple everything is. The economy is simplified, the political process is only a few functions and votes, training, and working is a click of a button. The second hardest thing for smart players to grasp when they first start playing eRepublik is how complicated everything is. The basic supply and demand envisioned at first is strung out with monetary markets, taxes, lack of incentives -- a whole mess of complications and problems.

All eRepublik economies are in a general, fixed state of decay. This is because the economy is in a constant state of self consumption, trending towards monopoly. By some sort of luck or magic, one company gets favored over another. One company sells a little more; one company has a little more company activity and thus more production; one company gets a little extra money in the savings; and that’s all it needs. Soon this favored company will sell more than the other companies, produce more than the other companies, sell for less, and inevitably set higher wages. And so it begins, the growth and eventual destruction of this simulated free market plays itself out on the world stage.

And it is no secret to any person of eRepublik: in each country, there is a dominate monopoly. The dominate monopoly is one person who owns a little more than another. The companies with more employees, more production, and slightly higher wages will control the entire market. They can sell their goods for less, because they produce more. They can give higher wages, because they undercut everyone else, and because they indeed sell more products as a result. Soon it becomes a large pond with a single large fish and then the entire purpose of the market is destroyed. Naturally, the free market reaches a state of failure. A state in which the system itself is so flawed by its very design that the only way it can function truly is by combined effort of its membership; in other words a planned economy.

The preceding paragraphs are drawn from and mostly copied from Hatebot’s “8 Rules of Erepublik.” They establish the problem and show the inherency for a solution. However, the solution of a one state party offered by Hatebot is not the best for United States or any other country. Thus, in order to solve the problem, I am reviving the arguments of one of the eUnited States’ greatest economic minds. This article seeks to revive and update the arguments put forward by Nave Saikiliah in his article “Pros and Cons of a Planned Economy & Shortcomings in our Economy.”

There are a few reasons why planned economies tend to fail in real life. The invisible hand of the free market tends to work better than the iron fist of the government in almost every case. The real life economy is ridiculously complex. There are millions of different products, hundreds of variations for each product, countless disparities in price, and billions of workers. The best way for all that to function is greed. Each person, by acting in his own self interest, tends to do what is best for the whole. Additionally people tend to act irrationally; markets are virtually never fully efficient. The free market is just better than anything else.

In eRepublik, we have twelve markets that are deceptively simple -- simple enough to manage.

The shortcomings of planned economies are often the issue of incentives. However, if central planning took over this economy, would people be less inclined to work hard and would it affect things? No. In eRepublik, working is simply pressing a button. As long as there is no reason to not click the button, incentives won't be a problem. If a country implemented a central planning system, a few things could be accomplished.

First, the central planning agency could look down from above and evaluate exactly how much production should be used in which industry. Then it could shift resources from one inefficient industry to a more efficient one. With the proper means of information, this task wouldn't be too difficult. It would not be too difficult with only twelve industries and five quality levels.

Second, there could be focus on maximizing productivity. For example, the gift industry could be invigorated as a consequence of simply making the best of the system. If there was focus invested in the gift industry and means of dispersing wellness to the best workers, there would be an increase what is produced. With an increase in what is produced, profits and inventories grow.

Third, and finally, there could be a more team-based environment in a country with a planned economy. Certainly, competition helps the economy -- and there will always be a sense of competition. But, a common goal of maximizing resources will create a sense of kinship within a country that will come in handy when the further complexities of V1 are released. Additionally, it would go a long way in soothing the differences that have flared up between political parties.

Even without establishing a planned economy, there is a lot we can learn from it. We shouldn't simply dismiss it based on its stigma from real life.

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