I'm guessing this is in reference to the unit command menu disappearing? I've been having this problem as well. I have the latest update and tried the suggestion on post 493 (I did my homework). I guess i'll just wait for the next update of this mod and see if it works then.
Until then, some random economic ideas which I'm not sure could ever be modded, but might be fun. Does anyone think its possible to create the option to choose a currency in the game rather than the default being gold? To me it doesn't make a lot of sense to be trading in gold if the civs with whom you are trading have no access to it. I think it would be cool to have competing currencies, but I imagine that concept would be a modding nightmare.
Also I wonder if its possible to include delayed effects of certain social policies. Like for instance if there was an option for fiat currency. There's an initial benefit of being able to buy pretty much anything you want, but you run the risk of hyper inflation. Like say it provides a huge initial boost in income, but after a set amount of turns, the cost of everything goes up and maybe unhappiness increases. Other things could work this way too like having options to nationalize various aspects of economic activity, which could initially provide a huge boost, but deteriorate overtime potentially resulting in disaster.
Generally speaking i'm really surprised how stable governments are in this game and I think some of the real risks should be more apparent. Perhaps implementing things like this would be too complicated? Any thoughts?
Man, in real life trying to predict economy is really hard. Yeah, we can simulate currency, inflation and all that, but in a game it would be a nightmare and not satisfactory. For instance, the effect of hiperinflation would be much greater and catastrophic than a mere "the cost of everything goes up", it would influence commerce and production of all goods in some way or other.
Nationalization would be easier to implement. But it would be much better to do it if we had "civics" like Civ4 and we would need a much more complex economy system for it to really work like it "should" (there isn't something like that in economy xD). I never even saw some international commerce in Civ5. =/
IMO:
For instance, on everything except free-market, when nationalizing you receive a happiness bonus but the maintenance costs increases and stay high, while the production bonus decreases overtime. You should be able to nationalize only factories and such.
On free-market, nationalizing gives mild happiness to mild unhappiness, depending on your other civics (democracy=unhappiness, monarchy = happiness, and so on) and increase maintenance costs, but the production bonus only reduces on civics like monarchy, while it's maintained on civics like democracy (competition and meritocracy inside the company). Also on free-market, you have a better influence on the economy, so possibly inflation would be lower overtime.
Talking about inflation, we could have some tweaks like: when you buy a building, you increase inflation. When inflation increases, productivity instantly increases for a set time, but the higher the inflation, the less taxes you receive (in the sense of 100$ received on taxes aren't 100$ anymore) or your treasury may be "corrected" (you lose money in treasury, yeah, money that is just sitting there loses valor =/). When inflation raises to a set % you start to lose productivity, which increases inflation. Then all hell breaks loose.
Some possibility is to let one player invest on another player territory (increases his productivity, possibly increases inflation), even financing him (I give you 1000 and you pay me 1010 in 30 turns). This would let you lose less treasury money on inflation while not causing it in your country, you would even receive some money with time.
But then, it would open a whole lot of diplomacy problems: if you invest a little on some country and war between you two happens, you lose that money and investments (nationalization? lol). If you invest a LOT on one country, you can destroy their economy (if the risk of dragging yours along if you two have a lot of commerce between you two).
What would be interesting is giving the option of implementing an "economy/fiscal plan" with which you reduces inflation at the cost of productivity and commerce (exports) in a slightly random time.
If we add currency, then the effects of inflation on one country would have to influence others in some way or other (commerce and investments between two free-market countries).
*Whew*...
By then the game would be waaaaay complex. Or maybe I'm trying to be too much realistic?
