by Childishcfo » Sat Feb 08, 2020 10:09 pm
Hi,
Some few ideas regarding more immersive and "realistic" loans / bonds system that for me seems to be simple enough to implement:
1) Loans / bonds would be divided in two types:
- Secured
- Unsecured
Secured loans / bonds could be borrowed against, lets say, a factory, real estate or stock. Main game mechanics would be:
a) Secured loans upon default result in sale of underlying collateral (e.g. factory)
b) Secured loans would have lower interest (derived from the price / value of underlying collateral)
c) Secured loan interest rate (upon borrowing menu) would depend on LTV (loan to value) proportion
d) really nice-to-have function would be borrowing against stock (e.g. stock held for trading).
e) Loans borrowed at bank could be borrowed at both fixed or floating rate
f) Secured loan collateral could not be sold without clearing the existing "debt" tied to it
g) Secured loans with floating interest rate would derive the interest paid based on underlying asset value + financial position of the player
Unsecured loans / bonds could be borrowed without underlying assets but would require higher interest rate, etc. etc.
2) Advanced complexity of counter-party risk
This is somewhat of a more complex idea which involves the concept of counter-party risk. Something like this:
- Each city has got a certain amount of funds available for player to borrow (Background Liquidity - BL) which would be dependent on economic cycle (e.g. during bust the BL would be low, expansion high)
- BL is the amount for player available to borrow at any time
- Second part of it would be funds available for player to borrow (by emitting bonds) based on cash reserves of other "companies". Example, in case when BL for a city A is 0 USD, then the only funds that could be borrowed would be the cash reserves held by other companies (consider that when player emits bonds, the borrowed amount is financed by other companies). Upon such scenario where BL = 0 USD, the interest rate would not only depend on economic cycle but also would involve per-company (debt buyer) financials.
Case example:
- In city A there are 3 companies
- BL = 0 USD
- Company 1 & 2 has got cash reserves of 0 USD, company 3 of 1,000,000 USD
- Player can borrow only 1,000,000 USD - some amount considered as minimum cash reserves by Company 3 (AI). Also the interest paid would highly depend on Company 3 financials.
In case when BL > 0 and other funds of other companies also are not equal to 0 then range of factors would influence the player's ability to borrow certain amount at certain %.
New game mechanics:
- Depending on business cycle, there would be dynamic amount of liquidity available for player to borrow
- Companies would be more inter-correlated upon spike in bankruptcies during economic downturn which then in return would provide additional degree of gameplay
- Simulation of "demand for issued debt by player"
Hi,
Some few ideas regarding more immersive and "realistic" loans / bonds system that for me seems to be simple enough to implement:
[b]1) Loans / bonds would be divided in two types:[/b]
- Secured
- Unsecured
Secured loans / bonds could be borrowed against, lets say, a factory, real estate or stock. Main game mechanics would be:
a) Secured loans upon default result in sale of underlying collateral (e.g. factory)
b) Secured loans would have lower interest (derived from the price / value of underlying collateral)
c) Secured loan interest rate (upon borrowing menu) would depend on LTV (loan to value) proportion
d) really nice-to-have function would be borrowing against stock (e.g. stock held for trading).
e) Loans borrowed at bank could be borrowed at both fixed or floating rate
f) Secured loan collateral could not be sold without clearing the existing "debt" tied to it
g) Secured loans with floating interest rate would derive the interest paid based on underlying asset value + financial position of the player
Unsecured loans / bonds could be borrowed without underlying assets but would require higher interest rate, etc. etc.
[b]2) Advanced complexity of counter-party risk[/b]
This is somewhat of a more complex idea which involves the concept of counter-party risk. Something like this:
- Each city has got a certain amount of funds available for player to borrow (Background Liquidity - BL) which would be dependent on economic cycle (e.g. during bust the BL would be low, expansion high)
- BL is the amount for player available to borrow at any time
- Second part of it would be funds available for player to borrow (by emitting bonds) based on cash reserves of other "companies". Example, in case when BL for a city A is 0 USD, then the only funds that could be borrowed would be the cash reserves held by other companies (consider that when player emits bonds, the borrowed amount is financed by other companies). Upon such scenario where BL = 0 USD, the interest rate would not only depend on economic cycle but also would involve per-company (debt buyer) financials.
Case example:
- In city A there are 3 companies
- BL = 0 USD
- Company 1 & 2 has got cash reserves of 0 USD, company 3 of 1,000,000 USD
- Player can borrow only 1,000,000 USD - some amount considered as minimum cash reserves by Company 3 (AI). Also the interest paid would highly depend on Company 3 financials.
In case when BL > 0 and other funds of other companies also are not equal to 0 then range of factors would influence the player's ability to borrow certain amount at certain %.
New game mechanics:
- Depending on business cycle, there would be dynamic amount of liquidity available for player to borrow
- Companies would be more inter-correlated upon spike in bankruptcies during economic downturn which then in return would provide additional degree of gameplay
- Simulation of "demand for issued debt by player"