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Caveman 2 Cosmos

Yeah, all treasury Expenses (including increasing the money that you *receive* from corporations ?).

EDIT : But excluding decreased Income from Civics (-X%:gold:) and events (?).

AFAIK one construction rush increases inflation for 2 turns on standard gamespeed ?
 
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Oh nice, so the part of it that was increasing with turns passed (only?) has basically been replaced by Treasury Upkeep ?

And Treasury Upkeep seems to be Treasury/1000 + √(Treasury/10), scaled for gamespeed ?
Pretty much, I never liked that inflation just ticked on its own with no real end, so I initially just outrighted removed inflation from C2C, all forms of it.
Later I added treasury upkeep (which can be seen as a more subtle inflation mechanic) as a natural counter to the bursting treasury phenomena C2C suffers from. Then even later I reintroduced the "hurry production" inflation (which I think vanillla also had) with some tweaks as quite a few players inquired about the inflation disappearance, but also because it felt like something that would mesh well with the treasury upkeep; i.e. treasury upkeep motivates the player to spend gold (as hoarding it causes more and more to be wasted), but spending too much gold can have economical consequences too.

Edit: I'd still like to improve the current inflation to consider the gold amount spent, and to work for more than just "hurry production".
 
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Why "consider[ing] the gold amount spent, and to work for more than just "hurry production"" ?

If this is about "realism", then here's some suggestions :

For some of the "coinage-based" Civics (or other aspects of the game...) :
A capital-only "National Currency Debasement Project" building : gives you gold each turn in proportion of the gold in your treasury, which means exponentially increasing treasury... but also with an exponentially increasing inflation !
(Think Roman debasement of the denarius.)
P.S.: Probably should disable hurrying with gold ?

For some of the "paper/electronic-based" Civics (or other aspects of the game...) :
"Start the printing presses !" : Hurry production costs are now completely free, but inflation (edit : instead) increases in proportion of the gold that you should have spent.
(As an extra bonus, this would differentiate them in gameplay from regular hurry Economics, which are incentivized to only hurry a few big projects.)
 
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Why "consider[ing] the gold amount spent, and to work for more than just "hurry production"" ?
Either I improve inflation from gold spending, or remove it again as it is currently a broken feature. Hurrying the production for 1 gold gives the same amount of inflation as hurrying production for any other gold sum, like the gold it would cost to hurry the production of some great wonder.
First thing I would expand it to would be unit upgrading and event choices that cost gold, but I would like to make the amount spent to be a factor before expanding it to anything. I would probably change it so inflation is calculated and applied when ending turn, just looking at the entire sum spent on these things during the turn.
Hmm, but why if there's now Treasury Upkeep ?
Not sure why treasury upkeep would be a reason not to improve the inflation from gold spending feature (currently only from hurry production), unless you're advocating that we should just get rid of inflation from hurrying production yet again, and that treasury upkeep is all we need.
If this is about "realism", then here's some suggestions :
It is mostly about hampering economical snowballing, penalize gold spending with inflation, penalize gold hoarding with treasury upkeep.
;p
Suggestions appreciated though.
 
Inflation no longer ticks upwards each turn as it did in vanilla, it only inflates when you rush the production of something with gold, and then it will deflate slowly after that (scaled by gamespeed).
Currently i got +20% inflation from civics and gold value of extra cost seems to be averagely the same for about 20 turns
 
Currently i got +20% inflation from civics and gold value of extra cost seems to be averagely the same for about 20 turns
Civic inflation modifiers should have an impact on how severe inflation is felt, i.e. 20% more expense per turn from inflation.

If you never hurry production with gold then the civic modifier to inflation won't have any effect on you as you won't have any inflation for it to modify.

P.S. Your handicap level also modify inflation like that.
 
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am i missing something?
maximum 0% damage to enemy on atack?
 
View attachment 616136

am i missing something?
maximum 0% damage to enemy on atack?
I think the original designer meant to basically say it couldn't attack. It's a strange unit. It should probably be at least a little bit more like a zeppelyn or something more like it.
 
I think the original designer meant to basically say it couldn't attack. It's a strange unit. It should probably be at least a little bit more like a zeppelyn or something more like it.
So explorer that can go over land and sea.
 
Well it *is* a Steampunk unit, so *some* weirdness is par for the course ?

Can it do land-style artillery bombardment ?
Would adding "Can Only Defend", like the Blimp has, change its behavior in some situations ?
(Like the rule that ground units have where one "Can Only Defend" units can move into a tile with another one without triggering combat ? Hmm, maybe its supposed to be able to Defend against Blimps ? EDIT : But not via being able to "perform Fighter Engagement mission".)

P.S.: Have you *tested* it to see how it works (or doesn't) ?
 
can anyone say which average size of cities with big city strat (3 tiles radius used by 1 city) u have at mid-atomic era?
want to compare with my max cities number strat
 
I'd still like to improve the current inflation to consider the gold amount spent, and to work for more than just "hurry production".

The only problem with gold rushing is you almost never have to use it since the production from your cities is so good in the later eras you can often make multiple units in a single turn (especially with the carry over production submod added).

What I would like to see are black swan events added where you have to spend like 10k or maybe 2 million gold in order to avoid the bad event causing extreme damage to your civ. Almost all the bad events that happen aren't a threat anymore (like mines being destroyed or forest fires) because they only cost a few hundred gold to fix, and even if you didn't have the money the consequences of those negative events aren't severe enough.

I want to see cities get razed by volcanoes, mass famines that depopulate your empire, plagues, civil wars Game of Thrones style over who succeeds the throne of your failed monarchy, brutal terrorist attacks in the modern era that spread fear and panic throughout the empire, the potential to commit a Holocaust on a group religious or otherwise you don't like, or a nuclear genocide that leads to a brutal nuclear winter and causes the world to fragment into multiple barbarian fallout style post apocalyptic nations.

You know, something dark and visceral that can make the game feel more alive. I get bored when the Gameworld is too happy and perfect, needs a little evil to make it more interesting.
 
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