Teaching Economics: Age of Empires and Central Planning

age_of_empires

When I was young, I played a lot of Age of Empires. For those who are unfamiliar with the series, they are games where the player must direct a tiny civilization’s development. He begins with one building and only a few villagers. By right clicking on a villager, then left clicking on a tree, stone mine, gold mine, or animal, the player can direct the villager to gather wood, stone, gold, or meat. He can also direct villagers to make buildings. And with buildings, he can recruit more villagers or soldiers.

By directing every action of every person in his civilization, the player can eventually turn his tiny village into a sprawling city, clashing militarily with other players’ civilizations.

I think a game economy like that one could be a good teaching tool for young people. In the early stages of the game, centrally managing a few villagers works well. But as the civilization grows, the player’s attention becomes more stretched. It is common, in the game economy, for the player to discover a group of villagers clustered around a (now exhausted) mine or forest. The growing economy becomes ever more difficult to manage, and it becomes more difficult to coordinate the growing numbers of workers and soldiers.

In the game, the complexity cannot grow without limit. The computing limits of the day meant the game had to cap the population at about one hundred tiny people. Furthermore, the production processes allowed anything to be created from wood, food, gold, stone, and villager labour. In a real economy, these would expand into ever more complex and roundabout processes as the economy continued to grow.

Nonetheless, a game like Age of Empires is a good demonstration of how the difficulties of central planning compound as an economy grows in size and complexity. What remains is an explanation of the alternative: an economy where each of those villagers decides for himself whether he will chop wood, mine stone, mine gold, or hunt deer. Sadly, I don’t know of too many games that show how private property and prices can coordinate the actions of disparate individuals. There are plenty of business simulators, but these only show the activities of a single businessman, the player, and sometimes his competitors.

But maybe games aren’t the right place to look for examples of spontaneous order. The place to look for spontaneous order is the real world. Ask young people who have played Age of Empires (or similar games) what the difference is between the game economy and the real economy. They told each person in the game economy whether to be builders or miners or hunters; who in real life directs each person into an occupation? Nobody, at least under capitalism, performs this role. Each person decides for himself what job to apply for given the wage he thinks he can earn. Point to one of those clusters of workers around a long-since-exhausted resource. Ask the young people what the owner of that resource would pay to have people work there, even after it has been exhausted. Clearly he wouldn’t pay anything, so those workers would look for other jobs. Thus, if those workers had the free will to decide what to do for themselves, they would not be wasted waiting for the central planner (i.e. the player) to tell them what to do.

In my education, I was never told about the way people coordinate through prices until I saw someone draw supply and demand curves in an undergraduate classroom. But ultimately, these concepts are not too difficult for people to grasp at young ages. You don’t have to get into difficult, technical debates to show that prices reflect scarcity and people respond to prices, so people respond to scarcity through prices. Age of Empires demonstrates a world without prices, so it might be a good place to start.

The post Teaching Economics: Age of Empires and Central Planning appeared first on The Economics Detective.

Teaching Economics: Age of Empires and Central Planning

When I was young, I played a lot of Age of Empires. For those who are unfamiliar with the series, they are games where the player must direct a tiny civilization’s development. He begins with one building and only a few villagers. By right clicking on a villager, then left clicking on a tree, stone mine, gold mine, or animal, the player can direct the villager to gather wood, stone, gold, or meat. He can also direct villagers to make buildings. And with buildings, he can recruit more villagers or soldiers.

By directing every action of every person in his civilization, the player can eventually turn his tiny village into a sprawling city, clashing militarily with other players’ civilizations.

I think a game economy like that one could be a good teaching tool for young people. In the early stages of the game, centrally managing a few villagers works well. But as the civilization grows, the player’s attention becomes more stretched. It is common, in the game economy, for the player to discover a group of villagers clustered around a (now exhausted) mine or forest. The growing economy becomes ever more difficult to manage, and it becomes more difficult to coordinate the growing numbers of workers and soldiers. (more…)

The post Teaching Economics: Age of Empires and Central Planning appeared first on The Economics Detective.

Economic Calculation and Education

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A key difference between Austrian economics and the neoclassical-mathematical economics developed in the mid-twentieth century by Paul Samuelson and others is the assumption by the latter that people are essentially omniscient. What neoclassical economists call “rationality” effectively means omniscience. When the agents in neoclassical models face any uncertainty, the uncertainty is always fully understood in advance; for instance, a stock’s value tomorrow might be drawn from a normal distribution with a known mean and variance. Without the assumption of omniscience, the Austrian school faces the important question of how people can make economic decisions in a complex, uncertain world.

Ludwig von Mises’ answer (see his 1920 essay, Economic Calculation in the Socialist Commonwealth) was that capitalist entrepreneurs calculate in monetary terms. That is, they use the prices of the immediate past as their starting data, and attempt to direct factors of production in such a way as to maximize the spread between costs and revenues. If their predictions of price changes are good, they earn profits. If their predictions are bad, they earn losses. Thus, their direction of scarce resources is subject to immediate and consequential feedback allowing a selective process for only the best entrepreneurial forecasting methods. Without monetary exchange and prices, the problem of directing factors of production to their highest uses becomes intractable.

An interesting thing about Mises’ calculation argument is that it does not only relate to socialism, but to free, capitalist societies also. Mises states that, “Economic goods only have part in this system [of monetary calculation] in proportion to the extent to which they may be exchanged for money.” Thus, when a good cannot be exchanged for money, for any reason, it is subject to a Misesian calculation problem.

One type of capital good that I have identified as facing a calculation problem is education. The present value of an education is nowhere represented as a market price. The rental rate of the education is represented in the price spread between educated and uneducated labour, but the present value of the education is not a price because the education itself cannot be exchanged.

The present value of the education would correspond to the expected discounted stream of income generated by the education, but this income is not represented in prices until years after the education is complete. Thus, students cannot use monetary calculation to allocate their time, funds, and efforts to being educated. They cannot refer to the present value price of the education in their initial estimation of the education’s value, nor can they refer to that price to evaluate their decisions in real time.

In my view, the way to introduce economic rationality to education is to have a well-functioning market in student debt. Student debt can be priced in the market, and can thus be efficiently allocated according to monetary calculation. The value of a student loan is related to the value of the student’s education. To the extent that the availability of credit can affect people’s educational choices, lenders will be able to steer the allocation of resources towards more productive lines of education.

The student loan markets are not healthy, however, because of decades of government interventions intended to increase the availability of credit for students.

Garrett M. Petersen is an economics PhD student at Simon Fraser University. You can find him online at the economics detective blog.

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