Organized +City States = -130% maintenance?

City states isn't nearly as strong now with .33, but it is still a fairly noticeable staple. It fits in a bit better though, since God King is now the defacto civic early on, due to where it is placed on the tech tree. Most civ's have to go a bit out of their to get it.
 
Yes agreed most AI nation use God King as main civic but it is not a good solution,God King it is like beaurocracy in Civ4 but with +10% maintance from distant palace.It is civic for early begin with one or two cities but not for biggest empire.

And with Civ4 you haven't any good alternative in second column ,in FFH 2 CityStates is more than good.
 
Is there any upper limit to inflation or does it keep going up as long as you keep playing?

Since there's interest, here's the formula. Note that the hooks are in XML.

Inflation is tracked on a per-player basis.

Each city's corporation maintenance is multiplied by (the owning player's inflation rate + 100)%

The cost of maintaining (units, unit supply, maintenance and civic upkeep) is multiplied by (the owning player's inflation rate + 100)% or 100%, whichever is greater (in other words, negative inflation is ignored).

The desired gold for corporation spread (by the AI) is multiplied by (the owning player's inflation rate + 100)%

The value of an event is reduced by 20 * the inflation modifier of the event * the pre-inflated current costs * the game speed percent / 100


The cost of creating an executive (for the purposes of the AI determining whether or not to do so) is multiplied by (the owning player's inflation rate + 100)% or 100%, whichever is greater (in other words, negative inflation is ignored). Unused in this mod.

The cost of spreading a corporation is multiplied by (the owning player's inflation rate + 100)% or 100%, whichever is greater (in other words, negative inflation is ignored). Unused in this mod.

The cost of a build is multiplied by (the owning player's inflation rate + 100)% or 100%, whichever is greater (in other words, negative inflation is ignored). Unused in this mod.


The player's inflation rate is calculated by:
  • Turns = the lesser of (The game turn + 1/2 the elapsed turns) or the maximum turn. I think that the maximum turn is unused in this mod.
  • Added to the above value of Turns is the inflation offset. If less than 0, then the inflation rate is 0. Inflation offsets by speed:
    • Marathon: -270
    • Epic: -135
    • Normal: -90
    • Quick: -60
  • for a human player, the InflationPerTurnTimes10000 equals the inflation percent due to game speed times the inflation percent from handicap /100
    • Marathon: 10
    • Epic: 20
    • Normal: 30
    • Quick: 45
    • Settler: 50
    • Chieftain: 55
    • Warlord: 60
    • Noble: 65
    • Prince: 70
    • Monarch: 75
    • Emperor: 80
    • Immortal: 85
    • Deity: 90
  • The inflation modifier is the sum of any inflation modifiers from events (presently, all such events appear to be + or - 3)
  • For a non-Barbarian AI player, the AI inflation modifier is (the AI inflation percent, by handicap * the maximum of 0 or (the current Era * the per era modifier + 100)))/100. The inflation modifier is the inflation modifier + the AI inflation modifier - 100 Note Eras are still used for religions - this may be a defect!
    • Settler: inflation percent: 90 per era modifier: 0
    • Chieftain: inflation percent: 85 per era modifier: 0
    • Warlord: inflation percent: 80 per era modifier: 0
    • Noble: inflation percent: 75 per era modifier: 0
    • Prince: inflation percent: 70 per era modifier: -1
    • Monarch: inflation percent: 65 per era modifier: -2
    • Emperor: inflation percent: 60 per era modifier: -3
    • Immortal: inflation percent: 55 per era modifier: -4
    • Deity: inflation percent: 50 per era modifier: -5
  • Then InflationPerTurnTimes10000 is multiplied by (the higher of 0 or 100 + the inflation modifier) / 100
  • Finally, the rate percent (the actual inflation rate for a player) is (Turns * InflationPerTurnTimes10000 / 100) + (Turns * (Turns - 1) * InflationPerTurnTimes10000 * InflationPerTurnTimes10000) / 2000000

Spoiler :
Code:
int CvPlayer::calculateInflationRate() const
{
	int iTurns = ((GC.getGameINLINE().getGameTurn() + GC.getGameINLINE().getElapsedGameTurns()) / 2);

	if (GC.getGameINLINE().getMaxTurns() > 0)
	{
		iTurns = std::min(GC.getGameINLINE().getMaxTurns(), iTurns);
	}

	iTurns += GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getInflationOffset();

	if (iTurns <= 0)
	{
		return 0;
	}

	int iInflationPerTurnTimes10000 = GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getInflationPercent();
	iInflationPerTurnTimes10000 *= GC.getHandicapInfo(getHandicapType()).getInflationPercent();
	iInflationPerTurnTimes10000 /= 100;

	int iModifier = m_iInflationModifier;
	if (!isHuman() && !isBarbarian())
	{
		int iAIModifier = GC.getHandicapInfo(GC.getGameINLINE().getHandicapType()).getAIInflationPercent();
		iAIModifier *= std::max(0, ((GC.getHandicapInfo(GC.getGameINLINE().getHandicapType()).getAIPerEraModifier() * getCurrentEra()) + 100));
		iAIModifier /= 100;

		iModifier += iAIModifier - 100;
	}

	iInflationPerTurnTimes10000 *= std::max(0, 100 + iModifier);
	iInflationPerTurnTimes10000 /= 100;

	// Keep up to second order terms in binomial series
	int iRatePercent = (iTurns * iInflationPerTurnTimes10000) / 100;
	iRatePercent += (iTurns * (iTurns - 1) * iInflationPerTurnTimes10000 * iInflationPerTurnTimes10000) / 2000000;

	FAssert(iRatePercent >= 0);

	return iRatePercent;
}
 
Well I guess that explains why AI is so good with Flauros. In my last two games Flauros always had 2-3 vassals and was leading the game with huge score.
 
Thanks xanaqui42. That comes in handy to understanding how to handle inflation. I suppose the best way to handle it is to reduce your costs in general, and inflation will be reduced.
 
Thanks xanaqui42. That comes in handy to understanding how to handle inflation. I suppose the best way to handle it is to reduce your costs in general, and inflation will be reduced.

Eh? There is *nothing* you can do to reduce the inflation rate. Inflation just makes all your costs higher depending on the game turn. You can reduce the inflation "expense" by reducing your other expenses - but you should already be doing whatever you can to reduce your expenses.

I guess the one point of this is to note that if you just look at your city maintenance costs, you are underestimating the value of building courthouses or basilicas, or adopting City States. That is, *if* I am correctly interpreting that these extra costs are displayed under inflation, rather than under city maintenance costs.
 
I believe that's the case; the inflation costs on the Finance screen is simply the relevant proportion of your other costs. As a result, the benefit of reducing costs is effectively multiplied by your inflation multiplier.
 
Poor analogy. Yes, MOO3 was a terrible game. But it was a terrible game because it was far too complex to understand (or for the AI to understand). It was bad because it had too many variables, not because it let you access those variables.

Well, I don't know if thats entirely accurate. Part of the problem was that the designers of Moo3 wanted to make it seem like you were at the head of a giant intergalactic government with lots of underlings beneath you. This sounds great until you realize you're spending most of the time playing a spreadsheet. It wasn't nicknamed "Administrator of Orion 3" for nothing.

The other part of the problem wasn't so much that the AI was incompetent, but more like the AI tried to handle everything and it became a chore to force the AI to do something that you wanted. I don't know how many times i manually adjusted the buildings in a city only to suddenly watch it starve for no good reason or set military spending to x only to have some new frontier world pop up a useless scout ship a hundred turns later when I needed it to build buildings.

In addition, there was proof that the human player really wasn't a necessary part of the game. You could start a game and just hit end turn and the AI would automatically explore, expand, build buildings and ships for you until the game ended.

I wanted to like Moo3 so much... in the end, giant disappointment. I heard that there were a lot of aftermarket mods and such that made it playable again but I don't think I gave it another chance.
 
Think of it this way; if MOO3 had been exactly the same game but had suddenly taken away your ability to change 1/3 of the variables, this would have made the game even worse.

If it had been a manageable spreadsheet, that would be one thing, but when it is a spreadsheet where you can't tell what effect you're having by tweaking a couple of variables....

Terrible game design, just terrible. I also really wanted to like the game and followed the development fairly closely, and bought it as soon as it came out. Damn, that game sucked....

I guess I should have been able to see this beforehand; "You can do anything, you just can't do everything" is a terrible game design ethos. No-one wants to be ineffective, or to have to fight an inevitably sub-par AI for control of their empire.
 
Think of it this way; if MOO3 had been exactly the same game but had suddenly taken away your ability to change 1/3 of the variables, this would have made the game even worse.

If it had been a manageable spreadsheet, that would be one thing, but when it is a spreadsheet where you can't tell what effect you're having by tweaking a couple of variables....

Terrible game design, just terrible. I also really wanted to like the game and followed the development fairly closely, and bought it as soon as it came out. Damn, that game sucked....

I guess I should have been able to see this beforehand; "You can do anything, you just can't do everything" is a terrible game design ethos. No-one wants to be ineffective, or to have to fight an inevitably sub-par AI for control of their empire.

I think your first point is the most important. Restricting access to information never makes a game better. How you display it might, but having it there to be seen somehow... never.

I mean, imagine if Civ 4 went the Command and Conquer route. Where Chariots just said "Good against axemen" or something. It'd be infuriating, and you'd never feel in good control, because you couldn't make informed decisions in your battle strategy.
 
To Mailbox: a way to counter inflation would be a nice addition to your economics modmod.
 
I disagree that City States doesn't have enough negatives. In all of my games I have eventually switched away from it when I needed to win the cultural borders war--and eventually some of the other civic options (like Republic in my current game) looked more enticing.

I do not think it is overpowering; even though I usually play Bannor, I still get maintenance costs.
 
I would give it not a -% to culture but a flat -1 culture to all specialists. This would simulate that is you are running specialized citizens and give them more decision power [city states] they may go against your ideas and flip the city to the enemy side.
 
Eh? There is *nothing* you can do to reduce the inflation rate.

There's one event that allows a couple choices, one of which increases inflation, another of which reduces inflation. That said, even when I've gotten it, it was far too early in the game to notice the difference.
 
It helps a little (-3%) but there still should be more you can do.

But I agree with Camber. I dont really ever use city states because i like culture bonuses from Republic or production and economy from God King. Although if i didnt play Bannor so much i might have to use city states.
 
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