Thunderbrd
C2C War Dog
Those who work with buildings should chime in on this and it should probably be its own thread in which we evaluate the actual building modifiers and discuss commerce vs gold on each. I actually do agree to a limited extent with what y'all are saying just not patently across the board because I think it should take some deep thought and discussion to resolve the issue properly.
@Sparth: Your first screen shot is interesting. Apparently there's no research modifier from civics but there IS a -60% total gold modifier on civics from turn one. Where the 1 research comes from I'm not sure... maybe a minimum research value perhaps? A +1 research doesn't factor in when the slider is at 100% so I suspect if not in anarchy a minimum of 1 is established. But the gold is due to a modifier to gold itself and it looks like it comes from the starting civics. Civics is where a lot of fundamental wierdstuff is taking place.
Anyhow, it shows that it's not a matter of a slider ratio issue but rather a civic settings issue - at least during this era.
We DO need a very smart new civics guy to review things there. I've always hoped Joe might step up into that role
Sidenote: I'd LOVE to redesign the financial adviser screen extensively but I'd need a lot of python help to do it. One thing I don't like here is that the commerce totals next to the % adjusters don't show the commerce conversion purely but rather the FINAL totals - I'd prefer it only show the conversion itself and THEN go into breaking down each commerce VERY clearly.
@Yudishtira: You're basically arguing that it makes no sense for there to be a difference between commerce and gold except for what's in the treasury (committed to gold) vs what's already been spent on research, espionage and culture. This might be more reasonable overall but we need to then think well... whatever we have in our treasury should thus reasonably be able to be spent directly on espionage, research or culture all in one round at any time right?
It's admittedly a brain teaser to get a handle on what gold vs commerce really is - AIAndy has pointed out some disturbing incapability for the game as a whole to accurately represent economics and we may be touching on some of those inconsistencies where we must gamingly fill in the gaps for a fundamentally irrational oversimplified system in the first place. HIS observations suggest that production itself should be a 'commerce' as well rather than a yield but we'd need to have a truly volumetric resources system to make that work. Something to consider for the 'next game' I think.
@Sparth: Your first screen shot is interesting. Apparently there's no research modifier from civics but there IS a -60% total gold modifier on civics from turn one. Where the 1 research comes from I'm not sure... maybe a minimum research value perhaps? A +1 research doesn't factor in when the slider is at 100% so I suspect if not in anarchy a minimum of 1 is established. But the gold is due to a modifier to gold itself and it looks like it comes from the starting civics. Civics is where a lot of fundamental wierdstuff is taking place.
Anyhow, it shows that it's not a matter of a slider ratio issue but rather a civic settings issue - at least during this era.
We DO need a very smart new civics guy to review things there. I've always hoped Joe might step up into that role

Sidenote: I'd LOVE to redesign the financial adviser screen extensively but I'd need a lot of python help to do it. One thing I don't like here is that the commerce totals next to the % adjusters don't show the commerce conversion purely but rather the FINAL totals - I'd prefer it only show the conversion itself and THEN go into breaking down each commerce VERY clearly.
@Yudishtira: You're basically arguing that it makes no sense for there to be a difference between commerce and gold except for what's in the treasury (committed to gold) vs what's already been spent on research, espionage and culture. This might be more reasonable overall but we need to then think well... whatever we have in our treasury should thus reasonably be able to be spent directly on espionage, research or culture all in one round at any time right?
It's admittedly a brain teaser to get a handle on what gold vs commerce really is - AIAndy has pointed out some disturbing incapability for the game as a whole to accurately represent economics and we may be touching on some of those inconsistencies where we must gamingly fill in the gaps for a fundamentally irrational oversimplified system in the first place. HIS observations suggest that production itself should be a 'commerce' as well rather than a yield but we'd need to have a truly volumetric resources system to make that work. Something to consider for the 'next game' I think.