Is there a way to mod out inflation ??

KHSOLO said:
Just to know?

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

There is a file there called CIV4GameSpeedInfo.xml

Edit the file with a simple text editor

Find the line <iInflationPercent>10</iInflationPercent>

and change the 10 into 0. There is such a line for every gamespeed, so you'll have to edit it 4 times if you want to remove inflation for every gamespeed.

Note that it would be better to create a mod out of it, but if you just back up the file, you'll be fine.
 
Roland Johansen said:
Go to ...\Civilization 4\Warlords\Assets\XML\GameInfo

There is a file there called CIV4GameSpeedInfo.xml

Edit the file with a simple text editor

Find the line <iInflationPercent>10</iInflationPercent>

and change the 10 into 0. There is such a line for every gamespeed, so you'll have to edit it 4 times if you want to remove inflation for every gamespeed.

Note that it would be better to create a mod out of it, but if you just back up the file, you'll be fine.

Thanxs a bunch.

How do i create a mod for this an the other change below..the one about Global warming?

Ill love to play my own mod without these 2 annoying features.

Thanxs in advance and for yout time.
 
KHSOLO said:
Thanxs a bunch.

How do i create a mod for this an the other change below..the one about Global warming?

Ill love to play my own mod without these 2 annoying features.

Thanxs in advance and for yout time.

The mods are located in the folder:

...\Civilization 4\Warlords\Mods

Each of the mods has its own folder. The directory structure in each mod folder is exactly the same as the directory structure of the main game.

Example:
you can find the file CIV4BasicInfos.xml in the mod Alexander the Great
...\Civilization 4\Warlords\Mods\Alexander the Great\Assets\XML\BasicInfos

and in the main game

...\Civilization 4\Warlords\Assets\XML\BasicInfos

So you'll need to create a mod folder (KHSOLOmod for instance) and inside that mod folder you'll need to create the folders that contain the files that you want to modify. Copy the unmodified files in the folders where they belong and mod them. The mod folder only needs to contain the modified files. The game will look at the original files when it cannot find a file in the mod folder. So your mod will only have 2 files but they have to be in the right directories, so you'll need to creat those folders.

Is this clear?

I know that there are some modding guides in the creation and customization subforum that probably explain this much better. I haven't created a mod from scratch but I did mod some mods (to change some small things that I didn't like) so I hope that you can follow the above explanation.

Oh, you can use your mod by choosing it inside the game. The game will then restart using the new information from your modified files. However, this takes some extra time, so it is easier to change the civilizationIV.ini file so that it automatically loades your modded files.
To do that you need to follow the link _Civ4Config in the folder ...\Civilization 4\Warlords which links you to the civilizationIV.ini file.
The file contains a line called ; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0

Change 0 into Mods\KHSOLOmod (or however you call your mod) and the game should automatically load your mod whenever you start the game.

I hope it all works. Good luck. :thumbsup:
 
Thats frigging excelent advice, again thanxs a bunch.

S and i owe you a beer !!
 
KHSOLO said:
Thats frigging excelent advice, again thanxs a bunch.

S and i owe you a beer !!

No problem. I modified the same things when modding a mod. :D I also don't like those concepts of Civ4.
 
Can easily run the sliders 90 or 100% most of the game without inflation? Kinda ruins some balance without it.
 
CivDude86 said:
Can easily run the sliders 90 or 100% most of the game without inflation? Kinda ruins some balance without it.

How high you can put the slider is more dependant on the difficulty level than on inflation. If you play a game at settler difficulty level, then you will be able to stay at such high research percentages with or without inflation. If you play at diety level you will not be able to use those high research percentages with or without inflation.
 
I like to play extremelly long games (And i mean extremelly long ones) and inflation and global warming takes the fun out of it.
 
KHSOLO said:
I like to play extremelly long games (And i mean extremelly long ones) and inflation and global warming takes the fun out of it.

I agree, when global warming strikes those precious squares in your best citites it can be infuriating.

Occasionaly I see that the polar ice caps turn purpleish and black, is that associated with global warming?
 
ohcrapitsnico said:
I agree, when global warming strikes those precious squares in your best citites it can be infuriating.

Occasionaly I see that the polar ice caps turn purpleish and black, is that associated with global warming?

I have no idea.

:(
 
ohcrapitsnico said:
I agree, when global warming strikes those precious squares in your best citites it can be infuriating.

Occasionaly I see that the polar ice caps turn purpleish and black, is that associated with global warming?
No, that's your graphics card telling you that you've been playing Civ too much.
 
Cookie Crumbs said:
No, that's your graphics card telling you that you've been playing Civ too much.
thanks thats useful
:mischief: :mischief: :mischief:
 
I believe it is a set amount that is tacked onto your expenses over a certain number of turns. Like on turn 1, you have 0 inflation costs. But at turn 50 it goes up to say 5. So if your expenses on turn 49 are -23 then on turn 50 if no other expenses are added in, they go up to -28. But I could be wrong, this is my understanding of it.

EDIT: ANd I made these numbers up. I don't know the real numbers.
 
Is modding that setting just for the human players, or does it also affect the AI?

Cause if it affects both, then all you're doing is getting some technology a little bit faster. If it affects just the human player...then you are effectively just lowering your difficulty level.
 
holy king said:
how exactly does inflation work btw?

Inflation is a certain percentage that is added to all of your costs. For instance is your unit upkeep costs are 30, civic upkeep 30 and city upkeep 40 and inflation is 50%, then the inflation costs are 50% of (30+30+40)=50.

Inflation starts at 0% at the start of the game.

I'll explain how inflation behaves itself at the normal speed setting. At the other settings, it is scaled with the number of turns.

The first 120 turns, inflation remains at 0% (till 125 AD)
Then every 10 turns, inflation increases with 3% (or every turn with 0.3%).
At the normal end of the game (after 460 turns), inflation is at 102%.

For reference:

It's 30% at 1550 AD
It's 60% at 1900AD
It's 102% at 2050AD (normal game ending).

If you play beyond the normal end of the game, then inflation will keep rising. And yes, if you keep playing till 3000AD, then your empire will be bankrupt from paying an inflation of something like 400%.

the_elf said:
Is modding that setting just for the human players, or does it also affect the AI?

Cause if it affects both, then all you're doing is getting some technology a little bit faster. If it affects just the human player...then you are effectively just lowering your difficulty level.

It effects both and yes that will result in a bit faster rate of technology. The difference is not that big by the way, because inflation only starts to really hurt in the previous age of our world (1900AD-1999AD) and games are usually finished before that date.
 
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