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This trope is when sectors of the economy, such as the building of buildings or the training of units, in a VideoGame nation are managed by the computer, so as to allow more immersion (try telling yourself you are managing a country with free market economics when you are setting the prices of the goods like a [[DirtyCommunists Dirty Commie]]!) and reduce the player's workload; however, apart from issues with performance, [[ArtificialStupidity the AI can be REALLY stupid]].

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This trope is when sectors of the economy, such as the building of buildings or the training of units, in a VideoGame nation are managed by the computer, VideoGameAI, so as to allow more immersion (try telling yourself you are managing a country with free market economics when you are setting the prices of the goods like a [[DirtyCommunists Dirty Commie]]!) and reduce the player's workload; however, apart from issues with performance, [[ArtificialStupidity the AI can be REALLY stupid]].


** In the succeeding expansions the player was able to fundraise money to build a facility, but it had the major drawback that [[YouFailEconomicsForever they would get the raw materials for free]].

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** In the succeeding expansions the player was able to fundraise money to build a facility, but it had the major drawback that [[YouFailEconomicsForever [[ArtisticLicenseEconomics they would get the raw materials for free]].


* In the third ''Videogame/RailroadTycoon'' , not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient but depending on the relative locations it can actually feed industries on its own; the cargo moves very slowly inland (even more so in mountain terrain), but faster via rivers and other bodies of water.

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* In the third ''Videogame/RailroadTycoon'' , not only there ** ''Videogame/RailroadTycoon 3'' has an intricate and well developed economic system:
** There
are other rivals companies building their own transport networks like in the previous installments, but the game itself implements an alternative method; unpicked new method: Unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient inefficient, but depending on the relative locations it can actually feed industries on its own; own, as the cargo moves very slowly inland (even more so (very slowly and possibly not at all in mountain terrain), but adequately faster via rivers and other bodies of water.water.
** Processing industries tend to spawn in areas with a high concentration of raw resources, simulating private entrepreneurship. These local facilities can outcompete distant ones, as the newly generated demand will be on par with the remote one, making hauling commodities unprofitable, which is not allowed by the game mechanics.


* ''VideoGame/HiddenAgenda'' features a Chimerica with an agricultural and a commercial sector the player can influe on by instituing policies ranging from free-market to [[CommieLand centrally plannification]].

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* ''VideoGame/HiddenAgenda'' ''VideoGame/{{Hidden Agenda|1988}}'' features a Chimerica with an agricultural and a commercial sector the player can influe on by instituing policies ranging from free-market to [[CommieLand centrally plannification]].


* ''VideoGame/ChroniclesOfElyria'': 70% of the characters on a server are NPCs, who are able to craft, write contracts, trade, and gather resources just like players, making them the bread and butter of a political entity's economy. An NPC could even be a member of the nobility and undertake the management aspects that their title confers, setting tax policy and funding infrastructure.

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* ''VideoGame/ChroniclesOfElyria'': 70% of the characters on a server are NPCs, {{Non Player Character}}s, who are able to craft, write contracts, trade, and gather resources just like players, making them the bread and butter of a political entity's economy. An NPC could even be a member of the nobility and undertake the management aspects that their title confers, setting tax policy and funding infrastructure.


* ''{{VideoGame/ChroniclesOfElyria}}'': 70% of the characters on a server are NPCs, who are able to craft, write contracts, trade, and gather resources just like players, making them the bread and butter of a political entity's economy. An NPC could even be a member of the nobility and undertake the management aspects that their title confers, setting tax policy and funding infrastructure.

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* ''{{VideoGame/ChroniclesOfElyria}}'': ''VideoGame/ChroniclesOfElyria'': 70% of the characters on a server are NPCs, who are able to craft, write contracts, trade, and gather resources just like players, making them the bread and butter of a political entity's economy. An NPC could even be a member of the nobility and undertake the management aspects that their title confers, setting tax policy and funding infrastructure.

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[[AC:MassivelyMultiplayerOnlineRolePlayingGame]]
* ''{{VideoGame/ChroniclesOfElyria}}'': 70% of the characters on a server are NPCs, who are able to craft, write contracts, trade, and gather resources just like players, making them the bread and butter of a political entity's economy. An NPC could even be a member of the nobility and undertake the management aspects that their title confers, setting tax policy and funding infrastructure.


* In ''Videogame/StarRuler2'', the AI will slowly build structures on worlds based on what type of resources you order imported from other worlds; import jewelry, and they'll build banks that generate tax money for the budget cycle, whereas importing oil will build refineries that generate energy for special research and reactivating {{Big Dumb Objects}}. Certain resources generate more economic 'pressure' than others or can make several types at once. The AI will also build freighters and civilian infrastructure to support them in trade, and generate small defense craft based on military reserves that can later be assigned to a flagship's fleet.

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* In ''Videogame/StarRuler2'', the AI will slowly build structures on worlds based on what type of resources you order imported from other worlds; import jewelry, and they'll build banks that generate tax money for the budget cycle, whereas importing oil will build refineries that generate energy for special research and reactivating {{Big Dumb Objects}}.Object}}s. Certain resources generate more economic 'pressure' than others or can make several types at once. The AI will also build freighters and civilian infrastructure to support them in trade, and generate small defense craft based on military reserves that can later be assigned to a flagship's fleet.



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* In ''Videogame/StarRuler2'', the AI will slowly build structures on worlds based on what type of resources you order imported from other worlds; import jewelry, and they'll build banks that generate tax money for the budget cycle, whereas importing oil will build refineries that generate energy for special research and reactivating {{Big Dumb Objects}}. Certain resources generate more economic 'pressure' than others or can make several types at once. The AI will also build freighters and civilian infrastructure to support them in trade, and generate small defense craft based on military reserves that can later be assigned to a flagship's fleet.


* ''VideoGame/{{X}}'': NPC ships constantly trade goods between stations, though unlike player-owned ships they don't use money to do it. The simulated economy is managed by an engine called "GOD", which will even delete NPC stations that don't do much business (which is why Terran and Pirate weapons factories tend to disappear in ''X3: Terran Conflict'', forcing the player to build their own: there aren't enough sinks for their products).

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* ''VideoGame/{{X}}'': ''VideoGame/{{X}}-Universe'': NPC ships constantly trade goods between stations, though unlike player-owned ships they don't use money to do it. The simulated economy is managed by an engine called "GOD", which will even delete NPC stations that don't do much business (which is why Terran and Pirate weapons factories tend to disappear in ''X3: Terran Conflict'', forcing the player to build their own: there aren't enough sinks for their products). The system returns in ''Videogame/XRebirth'', with more complexity as the giant freighters that now do the bulk trading require power from energy stations supplied by the economy.


* In ''VideoGame/{{Skylines}}'', while zoning is to be done by the player, building in these areas grow by themselves and shop buy manufactured goods from factories to sell.

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* In ''VideoGame/{{Skylines}}'', ''VideoGame/{{CitiesSkylines}}'', while zoning is to be done by the player, building in these areas grow by themselves and shop buy manufactured goods from factories to sell.


* ''VideoGame/DwarfFortress'': Showing us the pitfalls of giving the AI controls over sectors of the economy is the DummiedOut [[http://dwarffortresswiki.org/index.php/40d:Dwarven_economy eponymous feature]]: when some conditions were fulfilled, all dwarves were awarded private accounts to spend on food and other items they could buy from shops--except for nobles and [[AsskickingEqualsAuthority legendary dwarves]], who could take whatever without spending anything. Dwarves were able to buy shops and sell items in it for their own benefit. This lead to bizarre things like children of nobles/legendary dwarves being ''poorer'' than averge and dwarves spending all their time counting their coins.

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* ''VideoGame/DwarfFortress'': Showing us the pitfalls of giving the AI controls over sectors of the economy is the DummiedOut [[http://dwarffortresswiki.org/index.php/40d:Dwarven_economy eponymous feature]]: when some conditions were fulfilled, all dwarves were awarded private accounts to spend on food and other items they could buy from shops--except for nobles and [[AsskickingEqualsAuthority legendary dwarves]], who could take whatever without spending anything. Dwarves were able to buy shops and sell items in it for their own benefit. This lead to bizarre things like children of nobles/legendary dwarves being ''poorer'' than averge average and dwarves spending all their time counting their coins.


* ''VideoGame/DwarfFortress'':
** Showing us the pitfalls of giving the IA controls over sectors of the economy is the DummiedOut [[http://dwarffortresswiki.org/index.php/40d:Dwarven_economy eponymous feature]]: when some conditions were fulfilled, all dwarves were awarded private accounts to spend on food and other items they could buy from shops. This trope came in play when dwarves were able to buy shops and sell items in it for their own benefit. The issues came because of crappy features and the fact dwarves spent their entime time counting their coins.

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* ''VideoGame/DwarfFortress'':
**
''VideoGame/DwarfFortress'': Showing us the pitfalls of giving the IA AI controls over sectors of the economy is the DummiedOut [[http://dwarffortresswiki.org/index.php/40d:Dwarven_economy eponymous feature]]: when some conditions were fulfilled, all dwarves were awarded private accounts to spend on food and other items they could buy from shops. This trope came in play when dwarves shops--except for nobles and [[AsskickingEqualsAuthority legendary dwarves]], who could take whatever without spending anything. Dwarves were able to buy shops and sell items in it for their own benefit. The issues came because This lead to bizarre things like children of crappy features and the fact nobles/legendary dwarves spent being ''poorer'' than averge and dwarves spending all their entime time counting their coins.


This trope is when sectors of the economy, such as the building of buildings or the training of units, in a VideoGame nation are managed by the computer, so as to allow more immersion (try telling yourself you are managing a country with free market economics when you are setting the prices of the goods like a [[DirtyCommunists Dirty Commie]]!) and reduce the player's workload; however, apart from issues with performance, [[ArtificialStupidity the AI can be]] ''[[AIIsACrapshoot really]]'' [[ArtificialStupidity stupid]].

to:

This trope is when sectors of the economy, such as the building of buildings or the training of units, in a VideoGame nation are managed by the computer, so as to allow more immersion (try telling yourself you are managing a country with free market economics when you are setting the prices of the goods like a [[DirtyCommunists Dirty Commie]]!) and reduce the player's workload; however, apart from issues with performance, [[ArtificialStupidity the AI can be]] ''[[AIIsACrapshoot really]]'' [[ArtificialStupidity be REALLY stupid]].


** If el Presidente doesn't build enough affordable housing, the Tropicanos will build their own, undesirable shacks.



* In the third ''RailroadTycoon'' , not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient but depending on the relative locations it can actually feed industries on its own; the cargo moves very slowly inland (even more so in mountain terrain), but faster via rivers and other bodies of water.

to:

* In the third ''RailroadTycoon'' ''Videogame/RailroadTycoon'' , not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient but depending on the relative locations it can actually feed industries on its own; the cargo moves very slowly inland (even more so in mountain terrain), but faster via rivers and other bodies of water.

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