xienwolf
Deity
/shrug. I guess it must be playing on Prince/Monarch then, because I've managed to stay at 100% Science all the way to victory on multiple games so far 

TO handle inflation, you have to prevent, not cure (there is no cure).
Inflation is not artificial, nor arbitrary. It is based on your upkeep costs EACH TURN. So if you are learning how to combat inflation, keep an eye on the F2 menu.
Many people wind up with horrific inflation because while they still have a single city they produce too many scouts/warriors and wind up getting maintenance costs from the begining of the game. This will become basically compound interest, and everyone should know the glory/horror (depending on which side you are) of that mechanic.
If you strive to keep your maintenance from units/distance/number of cities/etc at 0, or dang close, every turn, you will never get inflation of any notable effect.
c.fe I do think there is a connection with upkeep spending over time. Otherwise, how do you explain the difference between FFH and normal Civ ? I do by the fact that maintenance costs in FFH are much higher. Civics that increase it, Civics with higher maintenance costs, buildings that increase it and courthouse that decrease it less. Etc...
with lots of big cities, don't forget the commerce from trade routes100% inflation I could deal with. However, my game just hit 300% inflation and i'm only halfway through- it's crippled the AI and reduced my science slider to 10%. I'm running city states with both palaces and a courthouse in every city, but the cost of my civics alone is in the hundreds and hundreds of gold. I can't abandon my FoL civics because then my empire would crumble- i've essentially been defeated by the inflation rate and that's possibly the most boring way to end a game imaginable.
*edit*
I just checked, inflation at 362%.
That seems reasonable: Inflation is based on your maintenance costs (i.e. unit upkeep, city maintenance (distance, number, cooperation, colony) and civic upkeep. If you have a inflation rate of 100% and costs of 50you pay 50 for inflation. If in the following round you reduce the number of units and switch civics so that your costs are just 10 you just pay 20 or perhaps 21 because the inflation rate could now be a bit higher as it raises from turn to turn.
But as far as I can see it has nothing to do with the upkeep costs of your rivals or with your costs five turns ago.
Ah, I see. Inflation also seems to be a method of punishing those very huge empires. Blakmane, perhaps you should raze more cities rather than taking them over...
what seems reasonable ? Your explanation does not say why FFH2 has huge discrepancies in inflation increase compared to Vanilla Civ.
We're not discussing the fact that due to inflation everything costs more, we're discussing the fact that inflation raises too fast. Load a normal Civ game in its final stages and compare inflation, you will see big differences and they can't be explained by what you saw in the files: "turns passed, the difficulty, the gamespeed and the effects of certain events";
Kael said:Tech progression is noticable slower in FfH, giving you an opportunity to play with those new toys you just discovered.
unless you go a bit more specific on "certain events".
You guys don't understand that inflation is not a player-specific thing, it's worldwide, so it penalizes everyone pretty much in the same way.
it is clearly that BTS increased inflation ALOT from vanilla or warlords...
other components were added to compensate a bit.
if ffh was transposed directly, the huge inflation would have been transposed, but not the compensation.
furthermore, as said by c.fe, the pace is much slower for FfH than for cIV... thus, when in cIV, 300% inflation costs 1000 out of 3000 gained, in FfH it would cost 1000 out of 1500, add to it the standard maintenance and you cripple an empire.
I would have lovede to have something less arbitrary than inflation to compensate for the insane rate of money increase. but ...
if we had increased costs for buildings, or tier 1 unit costs 1; tier 2 costs 2-3 tier 3 cost...etc maybe we won't need inflation... !!! but maybe not
But the *effect* is percentage based. So if you have more cities, your civic upkeep costs more, so you pay more in inflation. It's not something that is a fixed value for all civs - that'd penalize people in the same way.