konradcabral
Prince
So guys, this is my first set of ideas about how Economics can be simulated in RoM. These ideas require new XML tags, so I'm counting with Afforess' abilities to make it real.
I'm learning about the inflation mechanics in order to provide a better model of it, but this is far more sensitive than these initial ideas. If I messed up with inflation, this would be game breaking, so this is going to take a while. Inflation in Civ is a function of turns elapsed
. So its % rises through time, when the verificated in history was the contrary.
So, here it is, for your discussion and suggestion.
I'm learning about the inflation mechanics in order to provide a better model of it, but this is far more sensitive than these initial ideas. If I messed up with inflation, this would be game breaking, so this is going to take a while. Inflation in Civ is a function of turns elapsed

So, here it is, for your discussion and suggestion.
Spoiler :
New concepts
New techs
Changes in existing techs
New specialist
Changes in existing buildings, NWs and WWs
New Civics Column: Monetary Civics (by sugarfree)
Changes in Civics
Spoiler :
New inflation formula: under construction
Inflation is affected by civics, techs, buildings, NWs, WWs and Projects
Each “goldrushing” for buildings and units cause +1% of inflation per x turns (x is scaled by gamespeed, Epic is around 8)
Resources’ Supply-Demand Mechanism (idea by generalstaff)
AI will value and trade resources accordingly to their rarity in the map and the disponibility for trade (how many civs are willing to trade them)
Inflation is affected by civics, techs, buildings, NWs, WWs and Projects
Each “goldrushing” for buildings and units cause +1% of inflation per x turns (x is scaled by gamespeed, Epic is around 8)
Resources’ Supply-Demand Mechanism (idea by generalstaff)
AI will value and trade resources accordingly to their rarity in the map and the disponibility for trade (how many civs are willing to trade them)
New techs
Spoiler :
Insurance
+1 Trade Routes per city
All Cities' Trade Route Yield +5%
All Cities' Foreign Trade Route Yield +10%
Trade Caravans revenue increased by 10%
Requires Trade and Currency and Code of Laws
Stock Exchanging
Corporations revenues +25%
Corporation Expansion Cost - 50%
Vincentz' Industries improvements +1 gold
National Wonder Enabled: Stock Exchange
World Wonder Enabled: Wall Street
Requires Jurisprudence and Corporation
Derivatives
Farm, plantation, camp, well +1 gold
Stock Exchange NW gains +10% gold (total 20%)
Wall Street gains +20% gold (total 40%)
+1 speculator spot in all cities
Requires Agricultural Engineering and Applied Economics
Welfare State
Enables Subsidized
+1 Happy in all cities
+1 Health in all cities
+ 20% maintenance in all cities
Citizen specialist +1 culture
+1 unhappiness per city per Civ that discover this tech (max 5 unhappiness per city - "You don't take care of us!"
Requires Marxism and Representative Democracy
+1 Trade Routes per city
All Cities' Trade Route Yield +5%
All Cities' Foreign Trade Route Yield +10%
Trade Caravans revenue increased by 10%
Requires Trade and Currency and Code of Laws
Stock Exchanging
Corporations revenues +25%
Corporation Expansion Cost - 50%
Vincentz' Industries improvements +1 gold
National Wonder Enabled: Stock Exchange
World Wonder Enabled: Wall Street
Requires Jurisprudence and Corporation
Derivatives
Farm, plantation, camp, well +1 gold
Stock Exchange NW gains +10% gold (total 20%)
Wall Street gains +20% gold (total 40%)
+1 speculator spot in all cities
Requires Agricultural Engineering and Applied Economics
Welfare State
Enables Subsidized
+1 Happy in all cities
+1 Health in all cities
+ 20% maintenance in all cities
Citizen specialist +1 culture
+1 unhappiness per city per Civ that discover this tech (max 5 unhappiness per city - "You don't take care of us!"
Requires Marxism and Representative Democracy
Changes in existing techs
Spoiler :
Corporation
No longer gives +1 trade route (already taken by Insurancy)
No longer enables Wall Street
Citizen specialist +1 gold
Applied Economics
No longer requires Computers and Representative Democracy; now requires Physics (calculus) and Economics and Compulsory Education and Welfare State
Representative Democracy
No longer enables Subsidized
No longer gives +1 trade route (already taken by Insurancy)
No longer enables Wall Street
Citizen specialist +1 gold
Applied Economics
No longer requires Computers and Representative Democracy; now requires Physics (calculus) and Economics and Compulsory Education and Welfare State
Representative Democracy
No longer enables Subsidized
New specialist
Spoiler :
Speculator
+5 gold
+2 birth rate (Great Merchant)
+5 gold
+2 birth rate (Great Merchant)
Changes in existing buildings, NWs and WWs
Spoiler :
Central Bank
Banks: -5% gold (compulsory deposits)
-20% inflation
Stock Exchange
No longer is an english UB, but a National Wonder
+10% gold, +1 free speculator, +1 speculator spot in all cities, requires 4 banks [huge map]; requires Free Market OR Corporatist OR Regulated OR Green
Wall Street
No longer is an NW, but a World Wonder
+20% gold, + 1 free speculator, +2 speculator spots, +1 speculator spot in all your cities, requires 8 banks [huge map]; requires, upgrades and replaces Stock Exchange; requires Free Market OR Corporatist OR Regulated OR Green
Global Stock Exchange
+1 Trade routes in all cities in the world, +1 trade routes in all your cities, +1 free speculator, +5 (integer, not %) gold, due to brokerage revenues; requires Free Market OR Corporatist OR Regulated OR Green
World Bank
-10% inflation
Banks: -5% gold (compulsory deposits)
-20% inflation
Stock Exchange
No longer is an english UB, but a National Wonder
+10% gold, +1 free speculator, +1 speculator spot in all cities, requires 4 banks [huge map]; requires Free Market OR Corporatist OR Regulated OR Green
Wall Street
No longer is an NW, but a World Wonder
+20% gold, + 1 free speculator, +2 speculator spots, +1 speculator spot in all your cities, requires 8 banks [huge map]; requires, upgrades and replaces Stock Exchange; requires Free Market OR Corporatist OR Regulated OR Green
Global Stock Exchange
+1 Trade routes in all cities in the world, +1 trade routes in all your cities, +1 free speculator, +5 (integer, not %) gold, due to brokerage revenues; requires Free Market OR Corporatist OR Regulated OR Green
World Bank
-10% inflation
New Civics Column: Monetary Civics (by sugarfree)
Spoiler :
Barter
- No upkeep
- -25% gold in all cities
- No inflation costs
- -10% gold from Market (total 5%)
- -30% gold from bank (total 0%)
- -25% trade routes yield
- -50% foreign trade routes yield
Assisted Barter
Reqs Trade
- Player will choose a resource to be the country's "currency", the country cannot have more than 1 of the chosen resource; if another unit of the same resource is discovered or extracted or traded in will cause +25% inflation per 10 turns
- Will consume 1 Fur or 1 Gems or 1 Gold or 1 Iron or 1 Ivory or 1 Lead or 1 Marble or 1 Obsidian or 1 Pearls or 1 Salt or 1 Silk or 1 Silver (didn't put any post-calendar resource because Currency generally comes before than it)
- Low upkeep
- -10% gold in all cities
- -25% inflation
- -5% gold from Market (total 10%)
- -30% gold from bank (total 0%)
- -10% trade routes yield
- -25% foreign trade routes yield
State Coinage (sugarfree’s National Mints)
Reqs Currency
Requires gold or silver or copper or iron or to adopt
- Low upkeep
- +3% gold with gold
- +3% gold with silver
- +2% gold with iron
- +2% gold with copper
- +15% inflation
Noble Metal Standard
Reqs Aesthetics
Requires gold or silver to adopt
- Player will choose whether Gold or Silver will be the standard noble metal, player must have access to that resource
- Will consume 1 of the chosen metal
- Medium upkeep
- +20% foreign trade routes yield per standard resource if partner uses noble metal standard with same resource (up to +100%)
- -25% inflation rate
- +10% inflation rate per standard resource (up to +50%) ...with 5 sources, total inflation rate +25%
- +3% goldper chosen standard resource (up to +15%)
- -5% from Jewellery (total 5%)
Private Coinage (sugarfree’s Market Enterprise)
Reqs Guilds
- Low upkeep
- +25% hurry cost
- Goldrushing has half effect on inflation
- -10% inflation
- +10% from Bank (total 40%)
State Bank
Reqs Nationalism
- High upkeep
- +10% gold
- +50% inflation
- -50% hurrying cost
- Goldrushing, if possible, has triple effect on inflation (+3% inflation per x turns)
- +25% foreign trade routes yield
- Extra -1 relationship penalty from trading partners who doesn't use State Bank, for aggressive monetary policy
- -10% from Bank (total 20%)
National Reserve System
Reqs Applied Economics
- Medium upkeep
- +10% gold
- +10% from Bank (total 40%)
- + 0% inflation
- +50% foreign trade routes yield with each partner if they use National Reserve System
- No upkeep
- -25% gold in all cities
- No inflation costs
- -10% gold from Market (total 5%)
- -30% gold from bank (total 0%)
- -25% trade routes yield
- -50% foreign trade routes yield
Assisted Barter
Reqs Trade
- Player will choose a resource to be the country's "currency", the country cannot have more than 1 of the chosen resource; if another unit of the same resource is discovered or extracted or traded in will cause +25% inflation per 10 turns
- Will consume 1 Fur or 1 Gems or 1 Gold or 1 Iron or 1 Ivory or 1 Lead or 1 Marble or 1 Obsidian or 1 Pearls or 1 Salt or 1 Silk or 1 Silver (didn't put any post-calendar resource because Currency generally comes before than it)
- Low upkeep
- -10% gold in all cities
- -25% inflation
- -5% gold from Market (total 10%)
- -30% gold from bank (total 0%)
- -10% trade routes yield
- -25% foreign trade routes yield
State Coinage (sugarfree’s National Mints)
Reqs Currency
Requires gold or silver or copper or iron or to adopt
- Low upkeep
- +3% gold with gold
- +3% gold with silver
- +2% gold with iron
- +2% gold with copper
- +15% inflation
Noble Metal Standard
Reqs Aesthetics
Requires gold or silver to adopt
- Player will choose whether Gold or Silver will be the standard noble metal, player must have access to that resource
- Will consume 1 of the chosen metal
- Medium upkeep
- +20% foreign trade routes yield per standard resource if partner uses noble metal standard with same resource (up to +100%)
- -25% inflation rate
- +10% inflation rate per standard resource (up to +50%) ...with 5 sources, total inflation rate +25%
- +3% goldper chosen standard resource (up to +15%)
- -5% from Jewellery (total 5%)
Private Coinage (sugarfree’s Market Enterprise)
Reqs Guilds
- Low upkeep
- +25% hurry cost
- Goldrushing has half effect on inflation
- -10% inflation
- +10% from Bank (total 40%)
State Bank
Reqs Nationalism
- High upkeep
- +10% gold
- +50% inflation
- -50% hurrying cost
- Goldrushing, if possible, has triple effect on inflation (+3% inflation per x turns)
- +25% foreign trade routes yield
- Extra -1 relationship penalty from trading partners who doesn't use State Bank, for aggressive monetary policy
- -10% from Bank (total 20%)
National Reserve System
Reqs Applied Economics
- Medium upkeep
- +10% gold
- +10% from Bank (total 40%)
- + 0% inflation
- +50% foreign trade routes yield with each partner if they use National Reserve System
Changes in Civics
Spoiler :
Government
Monarchy: + 5% inflation
Communism: +1 unhappiness with Stock Exchange, +2 unhappiness with Wall Street
Fascism: +5% inflation
Society
Proletariat: +1 unhappiness per active speculator in the city
Bourgeois: +1 happiness per active speculator in the city
Marxist: Cannot turn citizens into speculators
Economy
Barter: Renamed to “Subsistence” (Barter is now a monetary civic) - Remove the -10% gold in all cities and give +10% inflation; cities cannot have specialists
Slavery: +10% inflation
Coinage: Civic removed; already covered by monetary civics
Guilds: +5% inflation
Mercantile: +15% inflation
Free Market: -5% inflation
Planned: +10% inflation
Corporatist: +1 happiness with Stock Exchange, +2 happiness with Wall Street
Regulated: No longer reqs Applied Economics; Reqs Globalization; -15% inflation
Green: -5% inflation
Welfare
Public Works: +5% inflation
Subsidized: +10% inflation
Socialized: +5% inflation
Obs.: Total ∆% of inflation by regular civics is between -15% and +25%
Monarchy: + 5% inflation
Communism: +1 unhappiness with Stock Exchange, +2 unhappiness with Wall Street
Fascism: +5% inflation
Society
Proletariat: +1 unhappiness per active speculator in the city
Bourgeois: +1 happiness per active speculator in the city
Marxist: Cannot turn citizens into speculators
Economy
Barter: Renamed to “Subsistence” (Barter is now a monetary civic) - Remove the -10% gold in all cities and give +10% inflation; cities cannot have specialists
Slavery: +10% inflation
Coinage: Civic removed; already covered by monetary civics
Guilds: +5% inflation
Mercantile: +15% inflation
Free Market: -5% inflation
Planned: +10% inflation
Corporatist: +1 happiness with Stock Exchange, +2 happiness with Wall Street
Regulated: No longer reqs Applied Economics; Reqs Globalization; -15% inflation
Green: -5% inflation
Welfare
Public Works: +5% inflation
Subsidized: +10% inflation
Socialized: +5% inflation
Obs.: Total ∆% of inflation by regular civics is between -15% and +25%