Inflation, what do you think of it (read post first please)?

What do you think of the way inflation was implemented in civ4?

  • I like the way inflation is implemented in civ4.

    Votes: 17 15.9%
  • It could have been implemented better, but this is ok.

    Votes: 43 40.2%
  • I don't like the way inflation is implemented in civ4.

    Votes: 27 25.2%
  • I just like to click stuff.

    Votes: 20 18.7%

  • Total voters
    107
Sullla said:
Roland, inflation is not intended to represent anything in the real world. It is a balancing mechanism designed to correct problems that we encountered in testing with the financial system. I know you may find it unrealistic, but if you were to mod inflation out of the game, you would quickly find that the late-game finances would spiral out of control. Honestly, it's just in there for balancing purposes...


I've already modded it out of the game (two days ago). It means that there is a bit more money in the game. My break even science rate was about 73% before I modded it out of the game. After modding it out of the game it is about 80%. Wow, that will spiral out of control, really fast. :crazyeye:

(note that this is an immortal level game, that's the reason that my break even science rate is not 95% like in a noble level game).

Most people playing at the higher difficulty levels will have finished the game before inflation levels become very high. If you play at the lower difficulty levels, then the other costs are so low that even a 100% inflation level will not make the total costs very high.
The problem is that at some point, there's nothing that will increase the income of your cities, while inflation is still rising.

I don't know who first said during the development cycle that something was needed to increase costs. It was probably based on the notion that science rates were able to climb to about 90% in the late game on the normal difficulty levels. So banks and other commercial buildings were less useful. That's however the wrong reason to make such a change. You have to remember that periods of a low tax rate are needed to upgrade your units and to cash rush when you use the universal suffrage civic and during those periods, your banks and other commercial buildings will be useful.

However, if the developers at some point felt that the economic situation was too good at the end of the game, then they should have looked long and hard at the things that cost money and the things that contribute money. The introduction of the inflation mechanism that increases cost based on the number of turns that you've played seems like a last minute rush decision to fix something wrong in the basics of the game. The economic system is a basic game element and this feels like a very gamey solution to a crucial game element.

Some options that seem better to me:
1) Another easy last minute repair by adding a cost factor based on the progress on the tech tree. In my opinion much better than based on the number of turns played, but still very artificial and gamey. This could still probably be changed in the expansion pack as it doesn't sound that difficult.
2) You shouldn't have removed the costs of buildings. These costs allowed for a realistic increase of costs in the late game. Early buildings maybe shouldn't even have a cost, but late game building costs would have created an excellent balancing mechanism. It would also have led to more emphasis on the city specialisation. Why build a factory that costs 4 gold per turn in a city with low production and high commerce? Why build a bank that costs 3 gold per turn in a pure production based city?
3) You could have made the modern units cost more upkeep while not having such a huge free unit upkeep (a size 20 city can maintain about 5 units for free, that's pretty much). Large modern armies are a serious drain on an economy in real life. In my civ games, they rarely are.
4) You could have made the late game civics clearly more expensive in upkeep but still worth it for offering some other benefits. Now they sometimes offer more benefits and are cheaper in upkeep. Modern societies have the social and economic structure to support a better, more expensive civic system.

I personally would have gone for a combination of no 2, no 3 and no4.

I understand that you can't really talk about this because of an NDA. So this is not a very fair discussion. Hmm, can't really help you with that. Thank you for your reply.:thumbsup:
 
How did you mod inflation out of the game? Can you provide details on how to do it? I like playing my Civ4 games long after they have "finished" and inflation is becoming more and more ridiculous. I think it's nearly 800% now.
 
Tony Montana said:
How did you mod inflation out of the game? Can you provide details on how to do it? I like playing my Civ4 games long after they have "finished" and inflation is becoming more and more ridiculous. I think it's nearly 800% now.


Go to ...\Civilization 4\Assets\XML\GameInfo

Copy the file CIV4GameSpeedInfo.xml to

C:\Documents and Settings\[administratorname]\My Documents\My Games\Civilization 4\CustomAssets\xml\gameinfo

You can reach this directory faster using the customassets link in the main civ4folder.

Open this file with a texteditor (wordpad?). Go to the line iInflationPercent and change the value to 0 for each of the four gamespeeds. Save.

Explanation. This number determines the percentage that inflation increases each turn. If the number is 20, the inflation will increase by 1% every 5 turns (20/100=1/5). Another modifier in this file named iInflationOffset determines the amount of turns that the game will not increase inflation. If this number is -200, then inflation will only start to increase after 200 turns. If the number is 100, then inflation will already have increased for 100 turns at the start of the game.

Changes made to your game: Each time that you start the game, it will now use the modified CIV4GameSpeedInfo.xml file. This also works for gamesaves started under the old inflation rules. If you want to go back to your old rules, then you only have to delete the file in the customassets directory and the game will start using the old file in the main civ4 directory again.
If you're using a mod, then you'll have to edit the same file in the mod's directory.

Good luck modding.:thumbsup:
 
I prefer seeing other economic advancements in the game rather than inflation and it's futile imo for civ4. I'd rather see imigration between cities and nations and the fourastié modell in process and disparition between communities. :king:
 
Tony Montana said:
Thanks, Roland! I can now enjoy Civ4 without the bother of inflation! :goodjob:

Glad to hear that it worked for you.:)
 
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