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In the previous post, I discussed several basic functions of government—while inserting snide remarks about whether governments actually carry out these functions. Anyone who pays even the slightest attention to the news will understand why; governments often claim to pursue a given goal, but then enact policies that seem designed to a) be ineffective at achieving that goal or actually make the problem worse, and b) happen to benefit the ruling faction politically or monetarily.
Why? In the basic model of public-choice economics, it is because all government officials act in their own personal best interest, at all times, even if that involves neglecting or victimizing the populace. If there is any hope of good policy, says this model, it can only be when it is in the personal interest of the officials to deliver good policy. (This is why democracies tend to have better policies than autocracies, at least on average: politicians need to at least look like they are furthering the interests, or perceived interests, of at least half the voters.)
We needn’t accept the strong form of this model, at least not all the time. We can still recognize that some political figures and bureaucrats genuinely want to do a good job. But good policy is hard to pull off, even with the best of intentions, because governments don’t always have enough information to make good judgments about complex policy choices, and often don’t even understand the information they do have. This is related to the “knowledge problem” of Hayek—people are better at accurately perceiving their own personal surroundings and experiences than they are at interpreting imprecise representations of the wide world that have gone through several rounds of abstraction and reification.
In an environment of insufficient information, it is very easy for even a small faction of self-interested actors to put their thumb on the policy scale, so to speak, so that policies end up favoring them. It is also easy for well-intentioned ideologues to push policies that seem nice in the abstract, but prove hideously inappropriate for the real world.
For worldbuilding purposes, we can boil down the messy workings of policy formation into a triangle with three points. One point represents the “best” policy that could be arrived at, assuming that governments were perfectly benevolent and omniscient. (This assumes, of course, that you know what the “best” policy would be for your invented society; but hey, it’s your story.)
A second point represents the most likely policy to be arrived at assuming benevolent intentions but imperfect decisionmaking, given the limitations of available knowledge and skill among policymakers, their mental models, and the capabilities of existing government structures, among other bits of administrative friction. (You can throw in the workings of the political system as a further obstacle, if you want to be ambitious!)
A third point represents what policy would be set if government officials were strictly maximizing their own personal interests (or alternatively, the interests of the state as against the populace or rival states—or a combination of both!). This is trickier than it seems; as we discussed with regard to taxation, an actor’s evaluation of its best interest will depend on its values and time horizon, among other things. But as a rule of thumb, it still gives you something to hang your hat on.
This is not meant to be a rigorous exercise, but a quick and dirty way to think about policy choices in your invented setting. For any given society, or even for specific policy areas in the society, you can arbitrarily decide at what point (within the triangle) public policy is going to land—and then you get to imagine how it ended up that way!
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(This post is part of Politics for Worldbuilders, an occasional series. Many of the previous posts in this series eventually became grist for my handbook for authors and game designers, Beyond Kings and Princesses: Governments for Worldbuilders. The topic of this post belongs in the planned second book in this series, working title Wealth [Commerce?] for Worldbuilders. No idea when it will be finished, but it should be fun!)