Inflation and corporations

I know for a fact this this isn't true because the AI doesn't spread corporations lke crazy.
My theory is that the AI doesn't take inflation into account when deciding if a corporation is "whorthwhile" but really it could be anything.

I stand corrected.:)
 
I suspect that the AI is hardcoded to spam corps. So as the game is now, that change would probably cripple the AI even more. However I like your idea. Personally I think that sounds too expensive but using a different scale for different mapsizes etc. would be appropriate.

I think you should make it cost more the further it is from the corp HQ instead.
How about something like:

100(1 + 0.4 * min(0,distance-4) )

where distance is the distance from the HQ to the city you're attempting to spread to.

This is for standard mapsize anyway.

Just an idea...

the thing with the AI is that if the costs increase beyond a specific check on whether they have enough money, they will cease to be able to spread them. its somewhat novel i think.

well scaling goes without saying (i just dont know where you would start), but i think it might be more important to scale to gamespeed as you can accumulate much more gold huge/marathon (my favorite setting). this will also encourage corp spreading, corp mixing, judicious resource trading, etc etc.

bump that thread if you like the ideas. lets get some more discussion on it.
 
Thanks for the heads-up alexman, hopefully the AI won't capitulate in the late game anymore due to the presence of foreign corps. Do you have any idea how the changes will be made, e.g. dll or through xml tweaks? If so, I don't suppose you could hint at what precisely, so we could mod some changes ourselves in the interim while we wait for the patch?
 

Thank you for the information Alexman, but I still think it is a bad idea to make the economical viability of corporations be dependent on the present date/inflation level. Especially since you won't invent corporations at the same date in every game and thus inflation will be different in every game. Still good to hear a reaction. :) I can always mod it if I don't like it I guess.
 
By the way, was there any truth to that rumor that corporate HQ's still generate income even if the controlling civ is running State Property?

If so, I submit that that should also be corrected.
 
I think so too. That's why I said the maintenance will be adjusted to account for inflation...

Yes, ok, that could mean many things in terms of how the formulas would look like. (I'm a formulas guy like you. I like to know all the details and then I'll consider what it means for game play.) I hope it means that the maintenance of corporations is at a level where they are interesting at all difficulty levels but not overpowering and the maintenance is independent of inflation. I'll wait and see. Thanks for the info. It's good that you've shown that the present implementation is not exactly how you'd like it to function. And it's always good to show the civfanatics that you're reading the forum. :)

If I don't like the details, then I can always mod it. But for multiplayer, you need a set of standard rules that function well.
 
I didn't know what to make of the wording at first. But if I were to guess I'd say that he means the maintenance cost is reduced such that after inflation the cost would always be the same.

Hence if a corporation costs 40:gold: with 0% inflation, it would be 20:gold: when the game reaches 100% inflation.
 
I didn't know what to make of the wording at first. But if I were to guess I'd say that he means the maintenance cost is reduced such that after inflation the cost would always be the same.

Hence if a corporation costs 40:gold: with 0% inflation, it would be 20:gold: when the game reaches 100% inflation.

That's what I thought when I first read it, but then Alexman's reaction to my post above doesn't make sense. The economic strength of corporations would still be dependent on the date/inflation rate.

We can speculate a lot, but we will probably not get an exact description of the new corporation mechanics before the new patch is out. It could be that they're still testing new values and formulas. Also, whatever new formulas they are going to use, there will be some who don't like them. There has been a lot of discussion on the matter and people have taken their positions on the subject and some aren't going to change their position easily.
 
Has anyone ever worked out what the final (current) inflation formula is for vanila Civ 4?

I'm running Prince/Marathon and the formula seems to be in the ball park of an earlier post:

TurnOffset = 200 (for Marathon)
Factor = [95% (for Prince) * 10% (for Marathon)] = 9%

(Turn - TurnOffset) * Factor + (Turn - TurnOffset)*(Turn - TurnOffset -1)*Factor*Factor/200

But it goes wrong around turn 418 and gets worse. I think clearly the second part is the problem and whether its Taylor or Binominal or whatever, I don't care, I just want to know what how to calculate the interest rate on Turn x.

I saw that events might affect interest, but I presume that events are not part of vanilla, right?

Thanks for the help!
 
Ah! I guess I'll answer my own question:

Vanilla Civ 4 does not run the formula with the binomal modifier, but is a simpler, linear function. The trick is having to do the floor function in the right order. Here's the correct Vanilla formula:

Turn = turn number (0-based)
Offset = number of inflation-free turns before the formula kicks in (200 in Marathon mode, based on iInflationOffset in CIV4GameSpeedInfo.xml)
SpeedRate = Percentage adjustment based on speed (10% in Marathon mode, based on iInflationPercent in CIV4GameSpeedInfo.xml)
HandicapRate = Percentage adjustment based on Handicap (95% for Prince, based on iInflationPercent in CIV4HandicapInfo.xml)

To get the Inflation Percentage at Turn:

=Floor(Floor(Max(0,Turn-Offset)*SpeedRate,1)*HandicapRate,1)/100
 
These inflation formulas are no longer accurate

Patch 3.13 notes
Reduced inflation and better normalized it with game speed
Inflation no longer increases after the game time limit has been reached
Adjusted corporation maintenance for inflation "

Anyone know the new formula?
 
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