Can someone explain how the inflation works? cos i looked through the civopedia and couldnt find anything.
Also, i've noticed that when i need money and drop my research down so i am getting say 600 gold per turn, sometimes 30-40% of that gold goes missing on its way into my bank...
I'll do some screens / savegames next time i notice.
I agree. Inflation on epic and faster speeds can really cause problems.
Playing with REV 387, I scaled the inflation a little differently in the gamespeed file, and so far it seems to be going better. I don't think the issue is with the
cost of inflation (as I saw in REV 390), its that there is something up between what's described in the advanced economy modmod and what happens.
I'm waiting until I'm further along to post any concrete recs, but current inflation rates for normal speed especially are unplayable (you simply cannot hurry buildings on epic or normal speed because it appears to take 2-4 turns PER ITEM HURRIED for inflation to drop down).
For instance, if I add Theater to the top of the queue in all my cities, takes 3-4 turns to build. I then hurry production in my 10 cities. Inflation goes up 10% (1% per building per city). For each 1% that went up, it takes 1 turns to drop down (total of 10 turns to get rid of inflation) ...HOWEVER, that 10 turn countdown resets if I hurry ANYTHING ELSE. So in 6 turns (which is a lot on normal), inflation would have dropped by only to 6%. But if I now add forge to all the cities and hurry production, my inflation rate jumps to 14%, which would now take 14 turns to drop back to normal. You do this a few times in the first 200 turns, and you cannot hurry anything for the rest of the game
So that's why I think there's a bug -- the way the ModMod describes it, each 1% added (from hurrying 1 building) should dissipate within 8-10 turns. Right now, it's being aggregated so that it has to be X turns without ANYTHING BEING HURRIED for inflation to drop down.
Definitely something fishy there...