dmeyster
Warlord
Any difference in inflation mechanic from base civ4? Just more money for everything over time?
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).Any difference in inflation mechanic from base civ4? Just more money for everything over time?
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.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 has basically been replaced by Treasury Upkeep ?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 ?
Not sure what you mean....Hmm, but why if there's now Treasury Upkeep ?
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.Why "consider[ing] the gold amount spent, and to work for more than just "hurry production"" ?
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.Hmm, but why if there's now Treasury Upkeep ?
It is mostly about hampering economical snowballing, penalize gold spending with inflation, penalize gold hoarding with treasury upkeep.If this is about "realism", then here's some suggestions :
Currently i got +20% inflation from civics and gold value of extra cost seems to be averagely the same for about 20 turnsInflation 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).
Civic inflation modifiers should have an impact on how severe inflation is felt, i.e. 20% more expense per turn from inflation.Currently i got +20% inflation from civics and gold value of extra cost seems to be averagely the same for about 20 turns
lol seems it is one of those tags, that need another tag to work.
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.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.
Culture units generally are messed up...View attachment 616162
combat unit according to pedia description
I'd still like to improve the current inflation to consider the gold amount spent, and to work for more than just "hurry production".