Hello all.
As a big fan of the game of Chess I truly appreciate a game of this quality and magnitude. I appreciate the attempt at "the idea."
As long as these expansion packs keep coming out I will continue to buy them.
Although I have not yet purchased this new expansion, it is only because Best Buy with which I had visited with yesterday to buy the expansion they, unfortunately, did not have any in stock. Naturally, the unhelpful sales-clerk at Best Buy didn't even look it up but mumbled something to the effect that. "I looked it up for a customer earlier and it wasn't even in the computer." Of course, I know that is just a lazy lie. Clearly, a manager did not place the order or there was a problem with their supply chain.
With all that said, I have yet to play the new expansion so I can not exchange information equally in terms of mechanics. Nevertheless, I feel that I can offer solutions and contribute key ideas and elements for all that with which to consider may gain the perspective of a high class C Chess player and Finance/Accounting major.
When I think about about how inflation in a game and how the Central Bank should operate, I agree with the idea that this should, indeed, be a National Wonder.
Where I differ is in the details.
The Central Bank should require "x" amount of Banks, based upon settings, before it can be built. I am thinking of 10 turns at moderate hammer producing hammer city on standard speed. Also, there should be a required dead-end tech such as "Macro-Economic Theory" which is a branch off of Industrialism along the same line as Plastics through Refrigeration. Because this occurs so late in the game, the wonder should require relatively few hammers in order to build. I am thinking an "x" requirement of banks and 200 hammer or so, maybe, as few as 150.
Once the wonder is built the first civilization receives -100% on Inflation. All other nations that have yet to build it suffer a proportionate percentage increase in inflation. Let me demonstrate:
Given: There is only one AI civilization that has built the Central Bank and there are 8 total civilizations.
1. First to Build -100% inflation
2. +14.28% inflation (1/7)
3. +14.28%
4. +14.28%
etc.
Second to build -100% inflation
4. +16.67% inflation (1/6)
5. +16.67%
6. +16.67%
etc.
Third to build -100% inflation
4. +20% inflation (1/5)
5. +20%
6. +20%
etc
etc
Third to build:
Furthermore, the first builder of the Central Bank receives a bonus of +10% gold per turn maxing out at +100% until a second civilization build the Central Bank. Other civilizations get -10% gold per turn maxing out at -100% gold if they have not yet built a central bank. "The rich get richer and the poor get poorer."
This should be a must have National Wonder and without it you might as well be Aborigines.
Here is how I would construct the effects on game-play:
Once the second civilization builds the National Bank then both civilizations are given 3 options in the financial advisor screen. They are listed below:
1. Attempt to
strengthen one's national currency against the collective average value of all civilizations. All nations--including those that have yet to build the Central Bank National Wonder--are included in the factoring of the collective average economic value.
2. Attempt to
peg one's national your currency value to a specific civilization. If the selected civilization's value rises 10% then your currency will rise 10%. Conversely, if the civilization that you select declines 10% then your currencies value will decline 10%. Any civilization can be chosen. Naturally there should be other factors that determine to what extent one is able to peg one's currency to another civilization.
3. Attempt to
weaken one's national currency against the collective economic value of all other civilizations.
When you strengthen your currency you get bonuses in "x" and a decrease in happiness. (I'll leave this to ya'll). The thinking is as your currency rises against the average, other countries receive find it more difficult to purchase your exports. As your civ tries to cut costs by off-shoring labor and production jobs are lost. Consequently unemployment rises and people get pissed off.
When you weaken your currency you get a bonus in "x" and a decrease in happiness.
Pegging (if possible due to influencing factors) has no effect.
These are some of my ideas on how to make the financial aspect more involved. Combined with some of the other ideas that I have read in this thread such as requiring more future techs to combat population explosion this could be an interesting aspect of the game if thought out slowly trying to limit the amount of RAM used in computing by using simple formulas. Of course that leads to exploits but I'm sure the model could be used to minimize the exploits yet still make for a very involved financial model.
The game is great and I love to all these news ideas keep coming up.
Who says you can't reinvent the wheel?