Courthouses

You care about a few :commerce: in a world that is overrun by barbarians and Demons? :crazyeye:
 
Newest addition: Display potential maintenance change by government buildings in gold.

attachment.php


EDIT: This works also for the palast itself. Should help you to decide if it's worth moving it.

If you plan on implementing this on courthouses and other % bust buildings. Would it be possible to include both the precentage and the actual value rather than just one of the two?
I would like knowing both in order to plan ahead with bildings (E.G. -50% now is not the same as -50% after I build a few other buildings and my pop rises).
 
Does the displayed number include the inflation multiplier?

No, it doesn't.

If you plan on implementing this on courthouses and other % bust buildings. Would it be possible to include both the precentage and the actual value rather than just one of the two?

It already does display the percentage value for courthouses, libraries etc. That's something from Vanilla Civ4 and it doesn't change over time. All I'm adding to the display is the actual netto gain/loss in gold, beaker etc. at the moment you choose to build a certain building. Did I get you right or did you mean something else?

The one thing I could do is show you a percentage value for palaces (government buildings). This percentage value would change depending on time and location.
 
One thing which would be interesting about removing inflation would be that you then need to make the later era techs naturally more expensive, so then a beeline strategy is going to be harder to achieve results with. One thing which would be potentially a balance conern would be that you are able to rake in a LOT more GPT if you cut the science slider and can thus upgrade more units and/or rush more units/buildings/rituals once your empire is spread out.

Acually, the point of my post is that inflation needs to be modifiable, so if I want, I can use production to lower inflation in the means of some building, or prehaps cause some of the underpowered civics, don't know which they would be as I don't use too many of them, to be more apealing, or the oposite for overpowered civics.
 
The fact that inflation sucks is that there is no way to deal with it, short of a random event. True, it might take a million turns (like anybody is going to play so long) to reach a point you lose money on one city (capital, no distance maintenance), 19 law mana (only 5% maintenance) and 0% science slider, 300+ population (massive cheated floodplain farm spam + great merchants) and every specialist set to merchant.

I will assume that pumping out great merchants at maximum possible rate cannot beat inflation.

It is a magical fantasy world so infinite resources is no problem. Besides, iirc Agares created infinite amounts of stuff before his power of creation was taken away. Lore supports infinite resources which in turn allows infinite potential wealth.
 
Back
Top Bottom