Roland Johansen
Deity
I took a look in the file CIV4GameSpeedInfo.xml and noticed how inflation had been seriously increased in BTS. Since inflation seriously increases all types of costs, this will seriously influence all kinds of game balance elements and will especially influence the costs of the expensive corporations.
Corporations are very expensive to maintain in this game, but their cost is balanced by their bonuses. However, would these buildings still be balanced when their costs were multiplied by a factor 2.5? Because that is exactly what inflation does at the end of the game.
Inflation in civilization 1.61 and warlords 2.08 in 2050AD:
Marathon speed: 100%
Epic speed: 100%
Normal speed: 102%
Quick speed: 100%
Inflation in Beyond the Sword 3.02 in 2050AD:
Marathon speed: 195%
Epic speed: 177%
Normal speed: 171%
Quick speed: 169%
So a corporation in a city with a basic upkeep of 20 gold would cost only 10 gold in a city with a courthouse according to the city screen. However in 2050AD at Marathon speed, the corporation will also increase the inflation by 19.5 gold (195% of 10) and so the corporation would effectively cost 29.5 gold. Maybe when you built the corporation, inflation was only at 60% and so the corporation was effectively costing you only 16 gold. But the cost slowly increase as the year pass while the benefits remain the same.
The corporation can never be a truly balanced game element when it can cost between 10 gold and 10 gold + 19.5 gold while still offering the same benefits.
Oh, inflation doesn't stop at 195%, it keeps increasing if you don't play with the time victory option and play beyond 2050AD. I've already seen a screenshot of a player who had a gold percentage of 80% just to break even because the inflation maintenance was something like 2000 gold per turn.
Personally, I've never really understood why inflation was implemented in the game as it was. I guess the game element was there to make buildings like banks meaningful in the late game because the costs would increase along with the increase in commerce due to technological advancement. However, it seems a very artificial game element because the percentage is purely based on the turns played in a game and certain elements of the game start costing more while the benefits don't increase. It was never really a problem because all kinds of maintenance costs were never significant at the end of the game compared to the total commerce output. Therefore, there has never been a real protest against the game element. Most people on this site don't even know how the percentage is derived. However, now that corporations do have a serious maintenance cost and inflation percentages have been increased, people will wonder why inflation was implemented in the game the way it has been done in the original vanilla civ4.
My solution would be to just get rid of inflation. Now that there is a serious cost element in the late game in the form of corporations, it won't be missed. There will be ample reasons to build banks and such to pay for the maintenance of these corporations and an artificial increase in gold upkeep like inflation is really not needed anymore (if it ever was).
(Short explanation of inflation on normal speed for the readers who don't know how this game element works. This explanation is for how it works on normal speed in Beyond the Sword 2.02.
Inflation starts at 0% in 4000BC and stays at that level for 120 turns (that's 125AD). From that moment on it starts to increase with 0.45% each turn until you quit the game. So at turn number 140, it will be at 20*0.45% = 9%. At turn number 500, it will be at 380*0.45%=171%. Inflation increases all kinds of costs, unit cost, civic cost, city maintenance and corporation upkeep. There are no other factors that influence the inflation percentage then the number of turns that you have played in the game.)
EDIT
Apparently not only the values in the xml-files which determined inflation were changed, but also the formula. This has been discussed in later posts in this thread and it is the reason for this edit. The formula is now quadratic in relation to the number of turns played in the game, which means that the inflation rate increases faster and faster throughout the game. It's not something that I like but the inflation formula is not the subject of the bug report. If someone thinks it is a bug, then they should write their own bug report. This report is about the effect that inflation has on the profitability of corporations.
I do want to add that in the late game, the profitability of cities barely increases and is usually stabilized while inflation increases ever faster.
Here is the new formula for inflation: (I copied it from another thread. It was extracted from the game code.)
Inflation only starts after several turns. This is the so called inflation offset. It was always used in civ4.
Modified Turn = (Turn Inflation Offset)
Inflation increases each turn dependent on the inflation percent in the xml files. There is a reduction for difficulty levels below monarch defined in the handicap xml file. This was also working in this way in vanilla and warlords civ4.
Rate = Inflation Percent * Handicap Percent
The inflation percentage at a certain turn is calculated as follows. The second quadratic term is the new one.
Inflation percentage = (Modified Turn * Rate / 100) + [Modified Turn * (Modified Turn - 1)* Rate * Rate / 2000000]
This means in 2050AD that (at levels of monarch and higher) the inflation percentage is:
Marathon: 1300* 0.15 + 1300 * 1299 * 15*15 /2000000 = 384%
Epic: 590 * 0.3 + 590 * 589 * 30*30 /2000000 = 333%
Normal: 380 * 0.45 + 380 * 379 * 45*45/2000000 = 316%
Quick: 260 * 0.65 + 260 * 259 * 65*65/2000000 = 311%
Just for fun: Firaxis things we're moving to an Armageddon
Marathon inflation in 2500AD: 12700 * 0.15 + 12700 * 12699 * 225/2000000 = 20048%
End Edit
Corporations are very expensive to maintain in this game, but their cost is balanced by their bonuses. However, would these buildings still be balanced when their costs were multiplied by a factor 2.5? Because that is exactly what inflation does at the end of the game.
Inflation in civilization 1.61 and warlords 2.08 in 2050AD:
Marathon speed: 100%
Epic speed: 100%
Normal speed: 102%
Quick speed: 100%
Inflation in Beyond the Sword 3.02 in 2050AD:
Marathon speed: 195%
Epic speed: 177%
Normal speed: 171%
Quick speed: 169%
So a corporation in a city with a basic upkeep of 20 gold would cost only 10 gold in a city with a courthouse according to the city screen. However in 2050AD at Marathon speed, the corporation will also increase the inflation by 19.5 gold (195% of 10) and so the corporation would effectively cost 29.5 gold. Maybe when you built the corporation, inflation was only at 60% and so the corporation was effectively costing you only 16 gold. But the cost slowly increase as the year pass while the benefits remain the same.
The corporation can never be a truly balanced game element when it can cost between 10 gold and 10 gold + 19.5 gold while still offering the same benefits.
Oh, inflation doesn't stop at 195%, it keeps increasing if you don't play with the time victory option and play beyond 2050AD. I've already seen a screenshot of a player who had a gold percentage of 80% just to break even because the inflation maintenance was something like 2000 gold per turn.
Personally, I've never really understood why inflation was implemented in the game as it was. I guess the game element was there to make buildings like banks meaningful in the late game because the costs would increase along with the increase in commerce due to technological advancement. However, it seems a very artificial game element because the percentage is purely based on the turns played in a game and certain elements of the game start costing more while the benefits don't increase. It was never really a problem because all kinds of maintenance costs were never significant at the end of the game compared to the total commerce output. Therefore, there has never been a real protest against the game element. Most people on this site don't even know how the percentage is derived. However, now that corporations do have a serious maintenance cost and inflation percentages have been increased, people will wonder why inflation was implemented in the game the way it has been done in the original vanilla civ4.
My solution would be to just get rid of inflation. Now that there is a serious cost element in the late game in the form of corporations, it won't be missed. There will be ample reasons to build banks and such to pay for the maintenance of these corporations and an artificial increase in gold upkeep like inflation is really not needed anymore (if it ever was).
(Short explanation of inflation on normal speed for the readers who don't know how this game element works. This explanation is for how it works on normal speed in Beyond the Sword 2.02.
Inflation starts at 0% in 4000BC and stays at that level for 120 turns (that's 125AD). From that moment on it starts to increase with 0.45% each turn until you quit the game. So at turn number 140, it will be at 20*0.45% = 9%. At turn number 500, it will be at 380*0.45%=171%. Inflation increases all kinds of costs, unit cost, civic cost, city maintenance and corporation upkeep. There are no other factors that influence the inflation percentage then the number of turns that you have played in the game.)
EDIT
Apparently not only the values in the xml-files which determined inflation were changed, but also the formula. This has been discussed in later posts in this thread and it is the reason for this edit. The formula is now quadratic in relation to the number of turns played in the game, which means that the inflation rate increases faster and faster throughout the game. It's not something that I like but the inflation formula is not the subject of the bug report. If someone thinks it is a bug, then they should write their own bug report. This report is about the effect that inflation has on the profitability of corporations.
I do want to add that in the late game, the profitability of cities barely increases and is usually stabilized while inflation increases ever faster.
Here is the new formula for inflation: (I copied it from another thread. It was extracted from the game code.)
Inflation only starts after several turns. This is the so called inflation offset. It was always used in civ4.
Modified Turn = (Turn Inflation Offset)
Inflation increases each turn dependent on the inflation percent in the xml files. There is a reduction for difficulty levels below monarch defined in the handicap xml file. This was also working in this way in vanilla and warlords civ4.
Rate = Inflation Percent * Handicap Percent
The inflation percentage at a certain turn is calculated as follows. The second quadratic term is the new one.
Inflation percentage = (Modified Turn * Rate / 100) + [Modified Turn * (Modified Turn - 1)* Rate * Rate / 2000000]
This means in 2050AD that (at levels of monarch and higher) the inflation percentage is:
Marathon: 1300* 0.15 + 1300 * 1299 * 15*15 /2000000 = 384%
Epic: 590 * 0.3 + 590 * 589 * 30*30 /2000000 = 333%
Normal: 380 * 0.45 + 380 * 379 * 45*45/2000000 = 316%
Quick: 260 * 0.65 + 260 * 259 * 65*65/2000000 = 311%
Just for fun: Firaxis things we're moving to an Armageddon
Marathon inflation in 2500AD: 12700 * 0.15 + 12700 * 12699 * 225/2000000 = 20048%

End Edit