[Idea] Investment slider

Nimek

Emperor
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Jul 7, 2010
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i certainly would like a more in debt management system on Financial aspects as i kinda dislike the Lean back and see 4000 cash roll in per turn and the only thing you can do with it spending it to hurry things

manually investing money into Corporations for instance would be a feature i would like
also i feel that a Slider mechanism would be a better replacement for the current Civic's system just stating what the budget get's spend on Military well let's keep that at 75% etc. although it would mean a lot more micromanagement
 
@startegy

Just like you say many times you playing like a noob but I am civ fanatic ;)

What modders think about this idea?
 
Sience usually get to 100% at the second age and usually doesn't drop
 
@startegy

Just like you say many times you playing like a noob but I am civ fanatic ;)

What modders think about this idea?

ahaha your right:blush::p

Science usually get to 100% at the second age and usually doesn't drop

Look at my slider here, its 50% and i cant go much higher or i get all kinds of Revolutions:blush::rolleyes: But of course i already do:(
 
I would love more such sliders. Military spending relating to XP for example.

About the gold: At the point in the tech tree you are right now acording to your screenshot I had huge money problems as well, but it got better with some better civics coming around, and now I need just one city on wealth. But then again I went with.. I think prince difilculty to get back into the game, having made a break for near 2 months.
 
I downloaded that mod and have been chewing on a lot of ideas surrounding it. But its not a small adjustment and has a lot of potential repercussions, including a host of AI issues. It may be something to approach for C2C eventually but as huge an effort as it would be I think it may be best to leave it out for now and focus on more pressing wants.
 
@Thunder an idea for V31?

Look at my slider here, its 50% and i cant go much higher or i get all kinds of Revolutions:blush::rolleyes: But of course i already do:(

to be honest i never really gave Revolutions a glance let stand that i played with it i played RoM for like 10 turns orso before i got busy with other things and completely forgot about it
but good to know those Sliders can cause Revolutions as i would just have oh i get 700 a turn i can crank them up
 
Maybe instead make it a property called Infrastructure. It decays like the other properties but you can invest gold from some main slider or use hammers locally to improve it.
Pseudo buildings apply good or bad effects to the city or its buildings depending on the level of Infrastructure.
Low Infrastructure in a city can also cause bad events (like building collapses) while high Infrastructure can cause some good events (like attracting skilled workers).
Some buildings also increase or decrease Infrastructure.
 
That slider issue with Rev is one example of the major amount of adjustments that said proposed slider would need to address. I'd like to see Rev be ported into the dll entirely first (and be fully understood by multiple members on the design team!) before doing a lot that will have such a powerful interaction with that system because it really needs to be more understood and tweakable for projects like these to be worked in.

@AIAndy: another great use of the property system. I like it. That, along with the 'Literacy' suggestion for a property I made earlier and a Complacency property, as well as Morale, would be a great set to show how the property system can be used far more widely than we have so far. It really is a big key for a number of plans of mine... great system you designed there!
 
@AIAndy: another great use of the property system. I like it. That, along with the 'Literacy' suggestion for a property I made earlier and a Complacency property, as well as Morale, would be a great set to show how the property system can be used far more widely than we have so far. It really is a big key for a number of plans of mine... great system you designed there!
The question is: If the player assigns gold to a budget (or more than one), how is it split up to the cities which then get properties for the gold? And how much gold is the player actually allowed to assign to each budget?
 
I think the answer to that somewhat depends on the infrastructure decay rate. Will that be based on population to an extent? Should the commerce spread out in this manner be decimalized and then equally divided or should it be divvied up by population with larger cities getting more attention?

I'd think units would all have a natural small drag they would offer the infrastructure as well (representing added use, wear and tear if nothing else.) Though workers could be a good set of units to be able to develop a passive bonus source - particularly with their new promoting capabilities.

One thing they did with the mod that brought this up was to base (I think) worker build rates and improvement upgrade rates on the investment slider and improvements all had numerous upgrade layers. If we did what you're suggesting, I'd suggest having improvements expanded into more 'stages' that can then grow or retract based on the current Infrastructure levels on those tiles.

So commerce from the slider would also have to split off into every individual tile as well. And as a slider, the 'limit' is simply 100%. It could also impact GP rates to let the property fall too low - actually, via autobuildings we can play on just about every kind of detail in the game.

Of course, it could become ridiculously overdeveloped by a player who runs with that slider too high for too long such that the infrastructure property values are 'off the charts'. Because there'd be a limit to how much benefit you could derive and a limit to how many penalties you could collect. But if done right, it would have to be focused on with an eye for balance to get the best functioning empire. They stated on their page that without running the slider at all and just going for research, you'd end up actually hindering your research. I liked that concept.
 
I think the answer to that somewhat depends on the infrastructure decay rate. Will that be based on population to an extent? Should the commerce spread out in this manner be decimalized and then equally divided or should it be divvied up by population with larger cities getting more attention?

I'd think units would all have a natural small drag they would offer the infrastructure as well (representing added use, wear and tear if nothing else.) Though workers could be a good set of units to be able to develop a passive bonus source - particularly with their new promoting capabilities.

One thing they did with the mod that brought this up was to base (I think) worker build rates and improvement upgrade rates on the investment slider and improvements all had numerous upgrade layers. If we did what you're suggesting, I'd suggest having improvements expanded into more 'stages' that can then grow or retract based on the current Infrastructure levels on those tiles.

So commerce from the slider would also have to split off into every individual tile as well. And as a slider, the 'limit' is simply 100%. It could also impact GP rates to let the property fall too low - actually, via autobuildings we can play on just about every kind of detail in the game.

Of course, it could become ridiculously overdeveloped by a player who runs with that slider too high for too long such that the infrastructure property values are 'off the charts'. Because there'd be a limit to how much benefit you could derive and a limit to how many penalties you could collect. But if done right, it would have to be focused on with an eye for balance to get the best functioning empire. They stated on their page that without running the slider at all and just going for research, you'd end up actually hindering your research. I liked that concept.
I was thinking about not basing it on the commerce sliders but instead make it separate budget sliders that run on gold (so you can use gold for it whatever the source like money you get from selling resources to other players). Of course the implicit limit to the amount that the commerce sliders have is not present then.
Running too high budgets might also increase your inflation. So maybe allow total budgets of up to 1.5 times the commerce income.

So you set a certain budget and that budget is then split among the cities and converted to the property Infrastructure (the same could easily be done for other properties like a crime fighting budget).
 
I was thinking about not basing it on the commerce sliders but instead make it separate budget sliders that run on gold (so you can use gold for it whatever the source like money you get from selling resources to other players). Of course the implicit limit to the amount that the commerce sliders have is not present then.
Running too high budgets might also increase your inflation. So maybe allow total budgets of up to 1.5 times the commerce income.

So you set a certain budget and that budget is then split among the cities and converted to the property Infrastructure (the same could easily be done for other properties like a crime fighting budget).

I like it. Could be groundbreaking. There's a lot of frustration not having much use for excess gold beyond troop upgrades and purchasing buildings (the latter now causing a lot of inflation.)
 
Or what about per city slider? i.e. a slider for each city.
 
Or what about per city slider? i.e. a slider for each city.
There could be relative sliders for each city that influence the split of the budget but I'd still say that a slider to set the total budget should be there so you can easily increase/reduce it without going to each city.
 
Sounds like a job for a new category of civic to determine how it is split up. Something like:
+ Favoritism (weights along the lines of population + big bonus for the palace, medium bonus for being a non-palace government center, a little for each building for your state religion, a small adjustment for any active civic enabled building, especially the monuments to the leaders, and some extra points for any city currently having a "we love the ruler day", and possibly a small increase for each bonus in the city's workable area)
+ Fair-share (split purely on the basis of population)
+ Need (split based on the current infrastructure level with cities with lower levels getting more)
 
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