Inflation...AAUGH...Help

I've had the 25% reduced inflation event a few times in BTS, anyone know a way to make this event more likely to happen?

hack the random generator...
 
How was his question totally irrelevant? For someone who's probably relatively new to the forums (hence his low post count), it seems like a fairly legitimate question. If he knew ahead of time there was nothing you could do besides winning earlier, then yes it would have been an irrelevant question, but he did not, so the question is not.

It is not that his question was irrelevant, it is that it is not the question he is looking for since his question doesn't have an answer that can help him in any way... Dave's answer was basically a short version of my answer... Instead of flaming him a good idea would be ask him to elaborate...
 
There SHOULD be a way to stop it from rising, or to at least slow it from rising though, at least I would assume so. So basically the question isn't really irrelevant. The response "win before 1900," while it may be a very good way to prevent it from being an issue, is far from helpful, and I think the person who started this thread (and this thread in general) would have been better off without such a worthless response.

Did you even read the rest of the thread? The whole point is that there isn't any way to stop it from rising except for winning... Your assumption is flawed, instead of assuming things you don't know, just ask(or at least read the answer!).
 
have all the prerequests :p ... as far as i remember is it something about x banks and y cash in store
 
I've had the 25% reduced inflation event a few times in BTS, anyone know a way to make this event more likely to happen?
According to ori's event list, the prerequisites for the inflation-reducing event are the Free Market civic, at least 1000 gold in the treasury, and the Corporation tech.
 
Like others said, nothing can be done about inflation itself, but to win quickly.
But inflation itself is not the problem, expenses are.
And expenses can be reduced by courthouses and organized trait.
And profit can be enhanced to balance the expenses, by several ways.
Best regards,
 
To get the inflation reducing random event you must run free market and have at least 1000 gold in your treasury.
Inflation itself if just a fudge factor, and doesn't represent real life inflation.
 
I think the "win before 1900" comment is perfect. I know when I am getting into the late-game, there seems to be so much to do that "just win it" becomes lost in the forest. I will be playing, thinking its the 1700's, look up and its suddenly 1870 and I have been puttering around for 50 turns. Its probably one of my biggest defaults, I forget to just win.
 
How is this comment even remotely helpful?

There's players with all different skill levels on these boards, from new players learning the ropes to experts who can win on deity and are here just to share their wisdom.

Just because you've playing at a harder difficulty level then the original poster is no reason to mock them.

It was worded about equally nicely as the OP's reply to DaveMCW. The OP was implying in his response that winning before 1900 is unreasonable, because he's playing on noble...almost as if Dave's advise was nonsensical.

The reality is that on higher difficulties you almost HAVE to win or be close by then...but that doesn't help the OP.

The only things that will help the OP are direct gold, more commerce, more commerce multipliers, and possible state property if his empire is huge. I've never noticed inflation too much, and I've had a few games run late (gametime wise anyway). It's not so expensive that it should be putting someone in the red. If it is, they're doing something wrong and should address that something rather than worrying about inflation.
 
In the late 1920's Germany had massive inflation (1000%+ {Iceland did or even still does now}). Suffice to say a certain leader started a war with the world and Germany became one of the strongest economies in the world. I suggest trying to do the same in a game of CivIV, who knows, it may well work.

It's not quite that bad here in Iceland yet, even though inflation just hit double digits. Zimbabwe still beats us with it's six or seven digit inflation. ;)

Anyway isn't inflation just some built in fix the game developers set there for balance. There it nothing you can do about it and I don't even think about it. Look at beakers and gold per turn, that's what matters.
 
inflation-n. a persistent, substantial rise in the general level of prices related to an increase in the volume of money and resulting in the loss of value of currency (opposed to deflation ).

Solution-(in civ4) make more money, seriosly thats the only way to counter it ingame. Unfortunitly we can't build a national treasury national wonder that allows control of intrest rates to counter inflation (that would be cool though, hint hint:mischief:) so all you can do is make more money:D.
 
Win the game before 1900.

Good advice, if a little vague and useless, but amusing nontheless unles you've heard it before.

Just because you've playing at a harder difficulty level then the original poster is no reason to mock them.

Actually there are plenty of reason to mock players of a lesser skill level, its just that those reasons are themselves reasons for even greater mockery of he who mocks....


For what its worth I too would like to understand the mechanics of inflation, but it seems our experts don't know - we shouldn't mock them for it... :p

However i would suggest looking at the dependence of gold/silver and currency related resources of your economy. Real world Inflation is caused by the excess of money relative to stuff-we-need. Not sure how to classify a resource like ivory though....
 
Ivory would be classified as luxury in RL as it is in civ, it has very little impact on inflation becuase of its rarety, you should look more at more common goods and services, where the laws of supply and demand have more of an effect towrds everyone, infact gold and silver has very little to do with inflation and prices today, they are just more commodities. Woah seriosly degressing now, idk how the game calculates inflation though, I think there's a formula in the xml's for how it calculates it.
 
I agree its the traded stuff that would affect the economy most, but the rarity of any one substance will vary from civ to civ - I often get 3-4 ivory or none at all. But some goods are staples (fish, rice) and some currency (gold, silver). The laws of supply and demand should work to cheapen the effect of currency resources when they are plentiful compared to staples (ie food). This is just theory of course, if someone can dig the formula out of the game then we could see how wide of the mark this theory is....
 
I think the simple answer is you can't do a damn thing about inflation and if you notice inflation at the late game, there is somethin wrong with your economy anyway, ie., as everyone else has said - not enough cottages!!!!!!!!!!

Organised trait also may attenuate effect of inflation through reducing costs of civics in the late game (savings can be quite big!), but you can't do anything to effect inflation.
 
exactly and I just hope people would stop whining about inflation. Inflation expenses may be growing but empire is growing as well (unless you really play bad). Improve the commerce of your cities and you will see the amount of gold you are generating outgrowing inflation. Don't depend on the inflation-reducing event because it is a big gamble! I have won all of my high difficulty games without that event.
 
For what its worth I too would like to understand the mechanics of inflation, but it seems our experts don't know - we shouldn't mock them for it... :p

Unless I'm much mistaken (wouldn't be the first time), in-game inflation is simply tied to the date/turncount. The later it gets, the higher the inflation rate rises.

And all that inflation does is multiply your existing costs. Hence with raw costs of 100gpt, and 50% inflation, you'll end up paying 150gpt.

So, as the 'experts' have said, you have to either reduce your costs, increase your income to compensate, or win the game earlier. Given that meandering through the eras (rather than aiming directly at a victory condition) is a common problem amongst lower-level players, the third of these solutions is probably the most helpful one.
 
Inflation is just a modifyer. Late game techs cost more, units/buildings cost more, respectively your expenses should cost more. They just call this "inflation". And no, you can't do anything to reduce it. It's like:

Q: Can I reduce the cost of Rocketry from 2000 to 1000 beakers?
A: No you can't, but you can produce more beakers and reduce the turns for researching it.

respecvtively:

Q: Can I reduce inflation?
A: No, you can't, but you can produce more gold
 
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