Economics 201: System Dynamics

RinOctober 25, 2026guide

You spend two weeks saving up 10K in your treasury. Then a war breaks out, you hire 10K worth of mercenaries in a single day.

Economics isn't just about addition and subtraction. Some things take a long time to build up, but can be destroyed overnight. Other decisions you make today might not show their consequences until weeks later.

This is called System Dynamics.

And it isn't just about economics. Politics, diplomacy, warfare, even relationships between players all operate within systems.

Stocks & Flows

It starts with two basic concepts:

  • Stock: What you've accumulated. Money in the treasury, weapons, resources, debts.

  • Flow: What enters or leaves that stock. Taxes, expenses, production, consumption.

For example, your treasury has 10K (stock). Every week, you earn 20K and spend 15K. That's a net flow of +5K per week.

But stocks aren't just money.

We keep paper reserves to prevent bankruptcy, and oil reserves to keep our bunkers running. These are called buffers.

Buffers absorb shocks. If your oil supply gets disrupted, your bunkers can keep running as long as you have reserves. But if you run out before the next shipment arrives, everyone suddenly starts asking whose job it was to buy oil.

So it's not enough to know how many resources you have. You need to know how quickly you're using them, and how long they'll take to replenish.

Politics has stocks too.

Let's say Country A helped Country B during a war. Six months later, A asks B to help fight one of its enemies.

B might not even support the war, but they owe A a favor. So B joins anyway.

This is social debt. It doesn't appear in the treasury or the ledgers, but can cost more than cash debts.

Feedback Loops

There are two types of feedback loops.

Reinforcing loops: Something that strengthens itself.

A country wins wars → gains prestige → attracts more players → builds a stronger military → wins more wars.

The winners keep winning.

Balancing loops: Something that counteracts change.

A country grows stronger → other countries feel threatened → enemies unite → the powerful country finds it harder to win.

Suddenly everyone wants to save the world from you.

Both loops can operate at the same time. What matters is which one is stronger.

Delays

This is one of the most important concepts, and one that people routinely overlook.

A delay is the time between an action and its consequences.

President A makes a decision today. A week later, he resigns. President B takes office, and only then do the consequences of A's decisions start appearing.

Suddenly the money runs out, allies get angry, and players start quitting.

Who's to blame?

President B, obviously. Who else?

President A is already retired, sitting on the sidelines complaining about how incompetent the current government is.

Meanwhile, B is cleaning up A's mess.

The same thing happens in wars.

Say your country is winning wars easily. So you expand. Win again, expand again.

But now you've got more enemies. Those defeated enemies build support, find allies, and organize a counterattack.

At first, everything looks peaceful. The enemies are quiet, so naturally we assume they've finally learned their lesson.

A month later, they come back. Now you've got too much territory, too many enemies, and not enough resources to suppress them all.

You're forced to retreat. With less territory to defend, you can rebuild your economy, benefit from revolt bonuses, and grow strong again. So you expand again.

As this keeps repeating, it's called oscillation. The system swings back and forth because we're making decisions based on feedback that arrives too late.

Systems Within Systems

A country isn't just its president and citizens.

There's the economy, military, FA, recruitment, and plenty of other departments. Each has its own stocks, flows, feedback loops, and delays.

This is where hierarchies come in.

If every tiny decision needs presidential approval, the president becomes a bottleneck. Everything slows down. Even buying oil has to wait until the boss wakes up.

But if the military can manage wars, FA can handle allies, and the economy team can manage the treasury independently, the country can keep functioning even after the president resigns.

A good hierarchy isn't just one with competent leaders. It can train and replace those leaders without everything falling apart.

Manipulating Systems: Leverage Points

Now that we understand how systems work, how do we manipulate them?

Donella Meadows identified 12 leverage points, places where you can intervene to change a system. Generally, the lower the number, the more powerful the leverage.

We'll start with the weakest.

12. Numbers

Tax rates, contract budgets, donations. These are the most visible things, which is why finance ministers love fiddling with numbers.

But raising taxes from 3% to 5% doesn't necessarily solve anything. It's just one way to look like you're doing something.

11. Buffers

Increase treasury reserves, stockpile paper and oil. Buffers help a country survive unexpected shocks.

10. Stock & Flow Structure

Workers generate PP, but all that PP goes to waste if nobody is managing the economy. Most government income comes from income taxes and donations. Players are usually richer than the country itself.

Sometimes the problem isn't a lack of resources. It's how those resources move through the system.

9. Delays

Understand how long decisions take to produce results.

Don't keep changing policies before the previous ones have had time to work. And don't wait until your enemies have united before realizing you've overextended.

8. Balancing Feedback

Build mechanisms that keep the system under control.

For example, when military spending gets too high, spending limits can prevent the treasury from being emptied in a single day.

7. Reinforcing Feedback

Build loops that generate more success.

Train new players → they become officers → those officers train more players → the country grows stronger without depending on a handful of veterans.

6. Information Flows

Sometimes you don't need more money or new policies.

You just need to make sure the right people have the right information.

If the MoD doesn't know the treasury is nearly empty, they'll keep spending. If citizens don't understand why taxes were raised, they'll probably blame the president.

Getting information to the right people can change the behavior of an entire country.

Don't keep everything in a private chat with five people, then complain that your citizens don't understand what's going on.

5. Rules

This is one of the most powerful leverage points available to a government.

Who gets to make decisions? Who can spend money? How are officers appointed? Who has veto power? What happens if the president disappears?

Rules determine how people behave, and how the system responds when something goes wrong.

If your country's economy collapses every time you elect a new president, maybe the problem isn't the president.

Maybe your rules or culture are the problem.

Instead of constantly searching for a better president, change the system so that even an average president can govern effectively.

4. Self-Organization

This is the system's ability to organize and improve itself.

For example, officers can train their replacements, establish new departments, or change how things are done without waiting for presidential instructions.

Give them room to experiment. Some will fail. Others might build something far better than anything you could have planned yourself.

3. Goals

A system will work toward whatever goal you give it.

If your country's goal is to become number one in the damage rankings, don't be surprised when all its resources go toward maximizing damage.

If the goal is to become the country with the most friends, your government's decisions might look very different.

So before you start optimizing everything, ask yourself: What are we actually trying to achieve?

2. Paradigms

A paradigm is how we understand the world. It determines what we consider normal, important, or impossible.

For example, many people assume a powerful country must have lots of players, vast territories, and a huge military.

But what if real strength comes from diplomacy, economics, or a small group of extremely active players?

If everyone believes small countries can't win, they might never even try.

To change a paradigm, show people that the old way isn't necessarily correct. Then demonstrate that a different approach can work.

1. Transcending Paradigms

This is the highest leverage point.

It's not just about changing how you think, but understanding that every way of thinking has its limitations. Even your country's culture can change depending on the circumstances.

Today, you might believe your current playstyle is the best. Tomorrow, neutrality might make more sense. Every approach has its advantages and disadvantages, depending on the situation and what you're trying to achieve.

Don't get so attached to one ideology that you become blind to every other possibility.


You can probably see why constantly adjusting tax rates isn't exactly the pinnacle of good governance.

Sometimes you need to change the rules. Sometimes you need to change the goals. And sometimes you need to change the entire way you think about the game.

The important thing is to stop obsessing over the numbers. Look at what's causing those numbers to change.