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THE CONTENTS
ABOUT AUTHOR
BACKGROUND OF THE GAME
THE HISTORY OF THE GAME
MERITS AND DEFECTS
ABOUT AUTHOR
Pavel Lyakhovskiy was born in c.Curve Horn in Dnepropetrovsk region in Ukraine in February, 1966. Since 1973 he lives in Kherson. After the ending with distinction the Kherson industrial institute in 1990 he worked on faculty of economy at the same place. He created and applied business games on economic subjects in educational process. From the end of 1994 he worked in "PrivatBanc" with securities. Since December 1997 he is unemployed.
He is married. The daughter is 5 years old (in 2000). [Up]

BACKGROUND OF THE GAME
At the end of 1989 faculty of economy of the Kherson industrial institute "was lucky" incredibly: somehow it managed a complete set from ten of "personal computers" ISKRA-1256. This miracle of the Soviet science and engineering had the black-and-white alphanumeric monitor by the sanction of 16x64 symbols; 4-th (Fourth)-digit processor; 64 kilobytes of the RAM; the store on a magnetic tape using the usual recorder cartridge. It was finished with the unique programming language in ROM not compatible with anything. It was something average between language of the programmed calculator and BASIC. Certainly, any software was absent. Than for the techniques not to stand idle was allowed to work on it to anyone who could work on it in general.
Pavel Lyakhovskiy developed the majority of programs. At first it was the automation of laboratory works. Then typical games for beginners: boa, gallows, reverse. Gradually in games there appeared also economic subjects: shareholder, president. Approximately in the beginning of 1993 from the teacher offered the desktop economic game to transfer on a computer basis. At first this game hardly reminding MONOPOLY. A highlight of game was that players made 2 kinds of production. The player made something one and both goods served the raw material to him. The exchange of the goods was necessary for a new cycle of production.
The game was begun to apply in educational process. In one of groups the student Nikolay Ivanovskiy was allocated because he could play all the day. A lot of omissions in logic of the game were revealed due to his persistence and ingenuity. The final version with the modest name "NHL" (National Husbandry of Lyakhovskiy) was created after huge quantity of processing and additions.
In the game was put big methodological potential. It was the mutual exchange of results of production incorporated in a basis of game. And game frameworks holding down. It was so because remained some features from initial desktop character of "parental" game. The development of new game was begun as a result of long discussions with Nikolay Ivanovskiy. It had to take all best from "NHL", but also to become dynamical, initially it would be computer, more precisely to simulate market processes and the role of the state in its. The name "KLIP" offered Ivanovskiy. This is mixing of capital letters of names Kolya Ivanovskiy and Pavel Lyakhovskiy.
Still being the student of the 4-th rate Ivanovskiy has accepted active participation in opening the Kherson branch "PrivatBanc" and has become regular employee. In a consequence there was engaged Pavel Lyakhovskiy in according with his recommendation. From the end of 1994 KLIP did not modernize and on x86-platform had not transferred.
At the end of March 1999 Pavel Lyakhovskiy was being unemployed for a long time. Casually had learned about the game "MEM" (Modeling of Economy and Management) and about realization the network competitions through INTERNET. He felt a desire to try to revive a KLIP. But already with an opportunity play through INTERNET.
In variant from 1994 exchanges worked by a principle of the "Dutch auction": the players specified volume of the goods for realization and nominated the price from each other secretly. They were disagreeing to sell cheaper this price. During tenders all was seen exhibited volumes and the current price, which was reduced from heights fast. Who pressed the button by first those received the right to purchase for the stopping price. If anybody nothing pressed, the price reached to the appointed minimum and the consignment was removed from tenders.
The orientation on PBeM (Play By e-Mail) had required essential processing of the exchange mechanism of the game. Here the closed auction became more approaches. The dynamism and the heat of passions were lost. But more variety had appeared, including uncompetitive and passing applications. The expansion of temporary frameworks allowed entering 6 basic resources instead of initial 3 and offered the partial interchangeability. The exchange of credits had appeared. The opportunity of division and closing of companies was entered. As a matter of fact, only central idea and the name have remained from the old program.
FoxPro 2.6 was selected as language of realization because of the following reasons:
- I know it :)
- on it was written very much from those things that companies on territory of the former USSR (and not only) use in daily work. Certainly, after total distribution WINDOWS the role of FoxPro has fallen sharply. But many programs work successfully even now. FoxPro is outside of competitiveness on speed for weak machines. So that experience of work with it can be useful in real life.
- Distribution of libraries and executed module don’t infringe conditions of license on FoxPro.
- DOS-mode does not present serious requests to engineering. That allows starting the program even on IBM XT from 500 kilobytes of the RAM (if somebody still have such old machines).
- FoxPro 2.6 provides the creation of DOS/WINDOWS version by simple recompilation without the change of the text of program. [Up]

THE HISTORY OF THE GAME
V.3.00. èè from 4.12.00 Game had become on cross platform (DOS/WINDOWS) and multilingual (RUS/ENG).
V.2.00.00 from 01.01.00 Was entered the tax to the added rating and grants. The "passing" applications and mark "not bargain" had appeared. It is possible to form the messages in the module of the player. The automatic bankruptcy is added to a negative rating. A Federal bank and Statcorporation of became "cleverer" to work with gold.
V.1.00.01 from 1.08.99 First version offered to extraneous verifiers. [Up]

MERITS AND DEFECTS
At creation of the game the author constantly recollected the famous Rubik's Cube: all rules, opportunities and restrictions are stipulated of its design. It gives a maximum degree of freedom with impossibility to disassemble something or to infringe. In the game KLIP there is consciously cleaned the influence of many factors such as advertising, technical and technological progress, political decisions, social conflicts, natural restrictions, direct supplies between companies, necessity to take into account compatibility and heredity at a choice of the new equipment etc.
KLIP is an attempt to create the CLOSED economic model, which STABILE functions with a minimum quantity of the rules and restrictions. These rules are logical and almost have no privileges and exceptions. It is very closely to the A.Smith's idea: "To lift the state from the lowest step of barbarity up to the maximum step of well being is necessary only the world, easy taxes and tolerance in management. A natural course of things will make all rest." (Saying honestly, author of game had known about existence of such formulation after creation of its first version.) In the game there are simulated the elementary production and the exchange of production. The basic attention is just given to an exchange. It occurs extremely through exchanges, which function by the rules of closed auctions. Each player acts both in a role of the seller of production and in a role of the buyer of raw material for a new production cycle. Any formal restrictions on the prices and volumes do not exist. The unique terminator is served actions other participants of tenders. I.e. ideal competitiveness is simulated. A.Smith could only dream about it.
In the game there is rather difficult payment system: rubles, gold, bills, bank credits. All this interweaves and coordinates by actions of players. For the successful game it is absolutely not necessary to use all tools or to participate in all kinds of exchanges. But it is possible to analyze and to understand that and why is most expedient in those or other situations.
There is spontaneously simulated the macro-economic pricing in the game as a result of these simplifications. It is fashionable to speak now that the price is formed on the basis of a supply and demand. But is given a little attention why the price SHOULD BE such? Whether it should be artificially displace curves of supplies and demands for achievement of the another new price? KLIP evidently demonstrates that for successful development of economy the level of price is not important as ratios (proportions) of the prices between the various goods. These proportions carry technological (industrial) character. In the game there are no "administrative" obstacles for "free" pricing. The author establishes only "fair" proportions in consumption of resources for production of each production.
All this allows to feel economic laws "in the pure state" through own actions. Here curves of supplies and demands can be built not on the basis of certain theoretical reasoning or significance designed on functions, but on the basis of the decisions accepted by players which almost physically feel the action of Smith's "Invisible Hand" on themselves.
The defects are continuations of merits. Anywhere in the world there is no so simple production and such ideal conditions. But the game also does not apply for a reconstruction of real life! Simply, it seemed to the author that in such model there is more of ECONOMY rather than in computing exercises or in the empire of contingencies on which as it is known for him the majority of economic games are based. It is always possible to argue about these games: why something occurs just with such probability, why such investment gives just such effect, in general why something varies (or does not vary) when something makes (or does not make). The author tried that all occurring in "KLIP" maximally depends from actions of players (each separately and all together) and minimally from accepted mathematical model of those or other economic processes.


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