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#1 |
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Chieftain
Join Date: Apr 2008
Posts: 21
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RFC's Great Depression Debacle
As I've illustrated in the Bug Report post -
http://forums.civfanatics.com/showpo...&postcount=906 there are some serious issues in the current "Great Depression" mechanisms and modelling algorithms. "Great Depression" as described in the wiki - "Great DepressionYet there is no clear display in the UI of exactly what is being considered "commerce" for the purpose of this calculation. As it turns out, even though "production" is displayed and graphed in the "Info" screens, "commerce" is surpisingly absent. At first glance, it is easy to assume that "GNP (Gold)" is what is being referred to, but it absolutely has nothing to do with the final calculations of when a "Great Depression" is triggered. The point of this post is to illustrate that if a player has any hope to even a limited ability to avert a "Great Depression", then they need access to meaningful information as to the market conditions that prompt its occurence. The only advise given being - "switching away from free market" is woefully inadequate. Last edited by DorianGray; Dec 02, 2009 at 11:37 AM. Reason: adjust link to specific post |
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#2 |
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Prince
Join Date: Sep 2009
Location: Singapore
Posts: 372
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i admit i never really cared how to avoid a Great Depression when i'm on free market, but i do realize that if i spam cottages, have lots of commerce and low production, i never once had a Great Depression.
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#3 |
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Utilitarian
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This is probably why Great Depressions seem so random. I'm glad someone finally went through the code. Well done.
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Play Rhye's and Fall of Civilization | RFC Wiki | RFC Reformation | Real Capitals for RFC | Religious Immigration for RFC | Dynamic Terrain for RFC |
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#4 |
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Deity
Join Date: Sep 2007
Posts: 4,878
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Well, random depressions and recessions happen in life too. And it's usually the Republicans' fault. (or is it the Democrats' who then take the credit for getting us out of recession)
![]() What is seriously needed is a displayable Great Depression gauge that would allow you to adjust commerce. We know more about turn-to-turn stability since Rhye adopted the numeric +/- system, maybe he can put one more piece of code to let us know how much excess production and commerce is present each turn.
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Ferengi Rule of Acquisition no. 34: War is good for business... only from a distance, the closer to the front lines, the less profitable it gets. |
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#5 |
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Utilitarian
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Maybe Great Depressions should destroy your cities' Banks.
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Play Rhye's and Fall of Civilization | RFC Wiki | RFC Reformation | Real Capitals for RFC | Religious Immigration for RFC | Dynamic Terrain for RFC |
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#6 | |
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Chieftain
Join Date: Apr 2008
Posts: 21
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Quote:
(I know how to do this, but it would require a change to the DLL and the save game format.) I'm thinking this will also help in the final adjustment in the "Great Depression" algorithms to model the occurences more accurately. Ultimately, there are going to be times when your economy gets so "out of wack" that there are going to be nothing you can do to avert a "Great Depression". ( as when it is inherited from one of you neighbors ) However, a player needs to have reasonable access to key indicators to allow various tweaks along the way and means to help recover from a "Great Depression" when it does occur. |
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#8 |
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Chieftain
Join Date: Apr 2008
Posts: 21
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You are correct sir. To the best of my knowledge, this is only applicable to "Free Market" economies.
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#10 |
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Chieftain
Join Date: Apr 2008
Posts: 21
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Further probable issues
After some more research, it appears that some of the underlying function calls used in Stability.py script to calculate "iIndustry" and "iEconomy" have changed from Civ:Vanilla, Civ:Warlords as described here:
http://www.civfanatics.com/civ4/stra...mographics.php Some of these same functions are also used in the "Demographics" screen. I don't know the history of modifications made to "Stability.py", but there may have been an attempt to compensate for the change in the underlying return values from these functions that just didn't get it right. As pointed out in the Bug post, the underlying functions that are getting called in Stability.py are inconsistent in their implementation now and do not mirror the use of specialists and building modifiers the same now. At an early time, they may have behaved more consistent. After review of the referenced link above, it becomes easier to understand how the RFC "Great Depression" model has become so horked now. |
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#11 |
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Chieftain
Join Date: Apr 2008
Posts: 21
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I have been working to address some of the underlying problems in the "Great Depression" implimentation. Most importantly, a better "iEconomy" representation that takes "Trade Routes", "Merchants", "Corporations" and "Religious" factors into consideration.
I used one of "Sevo" Mods as a baseline for the UI modifications, but added several python scripts to correctly calculate the commerce data. (in the upper left hand corner) Following are the relevent modifications to CvMainInterface.py Spoiler:
Previously "iEconomy" was not displayed and did not include commerce from "Trade Routes", "Specialists", "Corporations" or "Religions". This meant that "iProduction" would rapidly outpace "iEconomy" and trigger a "Great Depression" as soon as you switched over to a "Free Market" economy. As it turns out from many players, their solution to the problem was to never play a "Free Market" economy in RFC. ![]() In my modifications, I am calculating "iEconomy" as follows: iCityEconomy = CityPlotCommerce + CityTradeRouteCommerce + CitySpecialistCommerce + CityBuildingCommerce - CityMaintenance iEconomy = Summation of all iCityEconomies - some kind of Inflation Calculation. And then, per RFC's current "Great Depression" algorithm, a more reasonable comparision between "iEconomy" and "iProduction" should result in a more manageable "Great Depression" occurrence. (anyways, that is the theory on paper.... ) Last edited by DorianGray; Dec 04, 2009 at 03:24 AM. Reason: typo |
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#12 |
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Chieftain
Join Date: Apr 2008
Posts: 21
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Modifications to PyHelpers.py to support new commerce calculations.
Spoiler:
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#13 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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You want to use code tags for including the code so that indentation is preserved. Also, you might want to consider using a different name for the display on the city screen so that it doesn't look like debug text.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#14 |
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Chieftain
Join Date: Apr 2008
Posts: 21
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Deanej,
Points noted. I did find it fustrating how everything got reformated. I didn't see the [CODE] button to denote source code snipet. But I may have overlooked it. The "iEconomy" text on the city status screen was more of an interim implementation until a proper moniker could be kicked around that seems to be indicative of the datum. |
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#15 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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It's in the advanced editor - I think it looks like a # sign.
For the text name, "Economy" or something similar might work. Is there also a way to get total production so that it can easily be seen how likely a great depression is? Perhaps a Production display below it, with the economy one being total amount traded.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#16 |
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Chieftain
Join Date: Apr 2008
Posts: 21
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Also, the "iEconomy" data that is being displayed on the individual city status screens is really "iCityEconomy" data previously mentioned specific to only that city.
I did not really mean for the "iEconomy" label to stick around and so just left it until later. But it may be a bit confusing in context of my previous post. |
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#17 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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Oh. In that case maybe something could be added to the Interior Advisor.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#18 | |
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Chieftain
Join Date: Apr 2008
Posts: 21
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Deanj,
The total production is already currently displayed in the graphs & demographics screens. http://www.civfanatics.com/civ4/stra...mographics.php Quote:
I am working on adding to the demographics screen a value representative of "iEconomy" that could be used to make a meaningful comparison against the current "Mfg Goods" that are displayed now. (this would be a summization of all the "iCityEconomy" values for your civilization) |
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#19 |
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Chieftain
Join Date: Aug 2007
Posts: 59
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To be fair to the wiki, it was probably written when the GNP (Gold) in the Demographics screen did actually show raw commerce - costs. While that isn't a meaningful value, it's at least less volatile than more "realistic" measures of economy, so I think using that in stability calculations is ok.
The disconnect is that, while the basic stability and great depression framework hasn't changed that much, BTS made two changes (for Civ 4 overall, not just RFC) - the revised GNP (Gold) calculations and corporations. Corporations really throw the great depression calculation out of whack: while the net effect to your cash flow may not be large in either direction (assuming you control the corporation headquarters), there's actually a large increase in maintenance costs (which makes great depression more likely) combined with a large increase in income at the corporation headquarters (which has NO EFFECT on stability calculations). So if anything needs to be fixed, it's probably that corporation income should be factored into the great depression calculation somehow (or maybe not - I suppose it could be argued that having corporations should make great depression more likely). |
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#20 |
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Chieftain
Join Date: Apr 2008
Posts: 21
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Soda,
The current mechanism further considers "Engineers" in the production calculations, but ignore "Merchants" in the economy calculations. That is another problem that is being looked at. IMO, corporations SHOULD be factored into the "Great Depression" calculations (and will be in my modifications). They will be factored in both their "positive" effects and "negative" effects. The "positive" effects, as Soda noted, come from the corporation headquarters. The "negative" effects are subtly factored into the "city maintenance" calculations and will be directly subtracted from the individual "CityEconomy" values. The point of this is to allow properly run corporations to be a positive influence on avoiding "Great Depressions", but improperly run corporations to actually increase the likelyhood. |
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