Sounds good.I'd rather have a (uniform) late game gold proliferation problem (which can be tweaked in various well understood ways), than a terminal, but non-unifiorm (depends on your civic history and so on, and thus only effects some play styles) late game gold crunch.
Am I getting this right if I presume that after the inflation fix I'll be able to have however much costs I want to as long as I have the income to support it and only leftoverafter all costs are paid will be subject to "inflation"?
Somehow what I am presuming seems to me like a bad thing to happen. No longer will inflation and thus increased costs be a hindrance to expansion or military units hoarding, I'll just have less left of the excess of my income.
Basically we'll be back at the runaway incomes with nothing to keep those incomes in check. Capping the Vault doesn't stop the income in the first place. Reduced Vaultdoesn't affect everyone anywhere near equally either.
Some don't really use it, like me. I upgrade my units but that's about it. A few times I might use a littleto buy peace but that's it. That way I can run with high costs, just needing to be a little in the green. The new inflation won't bother me.
Some rely heavily on their Vault, using it to buy units, cities, trade for resources and other things, hurry production and whatever else one can usefor. They need high incomes but can usually rely on a lower military and fewer cites (as with hurrying their cities are more developed). This strategy will be working like a charm with early low to none inflation but will be dead in the waters with reduced max Vault in the later game, which is when they really need that
.
Most are somewhere in between and how it affects them will depend on how the game goes for them.
Then there's the question: How high is the maximum the new inflation will go? 100%? Above 100%? Lower than 100%?
I'm not sure I'm liking this development. For me it is not increasing costs of things as the game progresses at all. Considering that I believe inflation is a way to measure the increased costs of things and not a way to measure increased wages/income I'm also not really buying that income should be considered increased because inflation is rising. Higher inflation, or costs, means you have to have a higher income, not that you automatically get a higher income.
In the game income goes up all the time while getting new buildings to build, and more cities to build those buildings in. Thus we have the increased income, and thus we need those increased costs as well. Reducing Vault hoarding doesn't really do that.
Oh, and one more thing; if a long term effect will be to cap Vault at the inverted percent of your income of the inflation it will certainly affect nations very differently. Big nations with a high income (which they will get with nothing increasing their costs) will be able to have a lot. Smaller nations with lower income will not be able to have as much.
Oh, and once Inflation reaches high percentages everyone will benefit from having as many Military Units as they can afford on their income as any extrawill be mostly gone anyway (I'm considering a 50% inflation). Having a surplus income of 10'000 will let me have 20'000 in the Vault at all times, or I can have 5'000 more units and 6'000 in the Vault at all times. 5'000 more units... that don't really cost me anything... (this is counted on Deity and considering the extra handicap cost for units).
Mmm. No, I'm not liking this development. Better to give us players more things we can spend our money on, and increase those costs depending on the inflation rate, than to reduce the value of leftover.
Speaking of which I just realized that an inflation of even 1% will have a much larger impact on some than others. If I've managed to save up 10 million1% per turn will decrease it fast and after 11 turns it'll be more like 10% devaluation, not 1%. If I'm spending my cash all the time and have 1000
in Vault then 1% will be less than my surplus
every turn so in effect no devaluation, just 10
more costs per turn.
/end rant
Cheers
If inflation is removed/reduced/changed then maintenance costs can be increased accordingly too, both city and unit costs. I suggest doing a twofer though, or even threefer for after v25;
1) Keeping inflation but having it act a little on the income (not just treasury) rather than the costs. This would act to increase the reduction in income more for high end empires with high incomes than low end empires with less income, but would not kill an empire off by increasing all costs by a ridiculous amount that has no bearing on income at all. Could even set up some Civics to benefit smaller empires and set them with an inflation reducing effect. That way smaller would mean less inflation, bigger more inflation.
2) Increase maintenance costs a little for cities and set extracosts on units per era, or per unit strength.
3) Set maximum inflation percentages by % of maximum turns into the game. 50% into the game inflation can not be higher than -25% (arbitrary number based on -0.5% per percent of game).
Cheers
For some of the population - high inflation is seen as good by others; a minor group is retirees and others who live of interest.
Having said that inflation comes and goes. How do you model the affect of runaway inflation in Roman times on the modern times. What about the effect of governments that "revalue" or change their monetary system. Egs "One new dollar buys 1,000 old dollars" or the move to decimal currency.
Acting as a mechanic on primarily treasury provides a negative feedback effect on over-hording. Negative feedback is generally a good thing in mechanic design.
Good point that it would stabilize for any given steady-state behaviour, but if we have inflation caps that is also true. I suspect just having the sliding average operate over a longer period, but with extra weight given to more recent history would give more or less what we want.I agree with the cannot-address part but I'm wondering if using the past 50 turns (standard) as indication would only serve to get inflation to a certain point and then stay there until things changed that (hurrying, Civics, and so on). Meaning it wouldn't go up after those 50 turns so once there costs would not increase any more.
Could it be possible to set all extra effects on inflation other than turns passed as temporary (effects reduced/removed after those 50 turns)? If so early hurrying, and early high inflation Civics, would not play a role on inflation in the later game. I think those play a much larger and significant role in the massive inflation rates than turns passed in most games.
Cheers
The Civ model in general is not a model of a real national economy.I've often thought that once banking was introduced, gold values should be allowed to go into the negative but compound interest on the debt every round OR once a Federal Reserve is built, bonds could be taken to fill the treasury and would need to be repaid with interest.
I'm not a financial genius... my point is simply that if we could replicate real world economics as closely as possible, it seems it would be the best solution. I'm wondering if anyone knows anyone with an economic masters degree that could advise us on how to set such a system up? (Then we'd have to consider how it would need to be adjusted to play into the rev system correctly...)
In lieu of an attempt to model RL Economies, I have to say most of the ideas floated by Koshling seem to be fairly functional answers to the balance problems we currently face. We have to keep in mind that the adjustments made have to address balance only with a slight head nod to reality in this case since we don't have a greatly accurate model of economics in play anyhow.
But I'd say don't bother. It is not likely you can come up with any halfway realistic model that is also fun to play (look at all the ideologic wars between economists about how economies work).
The gameplay aspects are what matters most (and not the implementation of someone's perception what inflation is when it is not even clear what the gold is which it manipulates).
Huh? What sliders? I'm talking about using sliding averages internally (also known as moving averages - http://en.wikipedia.org/wiki/Moving_average), not some new UI control. The sliding average being measured is of your modifier aggregate, which comes directly from hurrying and from civic choices. All it does is smooth the curve of inflation out rather than directly following the modifier changes step-wise. A good analogy would be the gas pedal in your car. Imagine that the thuings that contribute to inflation (civic modifier, hurry actions) are like stepping on the gas a bit more, and your speed is the amount it modifies the turn-to-turn costs by. As you apply civics and hurries you gradually speed up (until you come to an equilibrium point with 'friction'). When you take your foot off the gas you coast slowly to a halt some time later.One concern Koshling; what would make the Inflation start to rise, and later fall, at all if using the slider option, either with one or two sliders? If the average of said slider(s) is 0 it would not matter if you had Civics giving you +100% inflation as 200% of 0 is still 0, or? So Hurrying would be the only thing increasing your Inflation.
On the other hand if your slider(s) stated 20% and you had nothing raising the inflation would it not always stay on 20% unless there's something directly deflating the inflation?
Because if you set up that time increases Inflation but sets itself as an average of the past 50(250) turns it will take forever to get Inflation up. First turn of +1% increased Inflation will be an average of 1 divided by 50, or no effect. So next turn it would be 1.05/50, third turn 1.71/50, and so on. Even Hurrying or other effects will hardly have any effect at all either.
I know that you mean sliding average. What I mean is what numbers will you be using to reach said average over those 50 or 250 turns?
Cheers