Question about inflation

CainStar

Warlord
Joined
Aug 15, 2007
Messages
231
So I have "little" problem with a case of hyper inflation. Right now my inflation from civics is 60%, buuut due to my habit to use "´Hurry Buildings", especially to buy wonders, my "Hurry Inflation" rate right now is 1403%. So um how many turns does it take for the "Hurry Inflation" to start coming down.....or does it?
 
It really should though. I don't know anything about the math behind inflation unfortunately. Nothing at all. It would be something I should probably research at some point. Maybe a civic change would remove it? I don't know.
 
So I have "little" problem with a case of hyper inflation. Right now my inflation from civics is 60%, buuut due to my habit to use "´Hurry Buildings", especially to buy wonders, my "Hurry Inflation" rate right now is 1403%. So um how many turns does it take for the "Hurry Inflation" to start coming down.....or does it?

<Define>
<DefineName>HURRY_INFLATION_DECAY_RATE</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>

At 2 % per turn and you are at 1403% you will have a long wait. Of course this Is what you get for "abusing" the system. :nono: ;):lol:

Next time don't "hurry" so much, heh! :D

EDIT: The 2% is adjusted by Game Speed as well.

JosEPh
 
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At 2 % per turn and you are at 1403% you will have a long wait. Of course this Is what you get for "abusing" the system. :nono: ;):lol:
Okay stupidest thing is I actually *cough* forgot to mention the real problem which is that the "Hurry Inflation" % isn't coming down. It is "stuck" at the 1403%, I did manage to bring it down by 1% by changing civics but that is it. Honestly I don't mind the wait for it to come down, after all "I made my bed and now have to sleep in it". Or since I am playing at the "slowest speed" is the decay rate simply so small that it hasen't affect the 1403%, in oh let's say 20-30 turns?

Oh and one other thing. In the "empire/city managent window"(don't if that is it's real name quick is F1). There is the overview panel which shows list of your cities, how much health, money research etc. they produce. To easy the management of my empire I like have add the "AUTOMATION" option from the edit window to 'Overview' tab, so I can see which cities have growth restricted and which do not(displayes this red toast at the end of the row). Now I have to do this everytime I load my game, even thou I click the save icon in the "editorial page", but for some reason it doesn't save anything. I have even tried making a new tab/window completely and naming it anyting, but "Overview". Well anyway not a big deal just wondering why it doesn't save my changes. Also everytime I update rev. the 'bug options' reset to defaults, and my question is how many turns do I have to playing in order the options save when I make my changes. I mean I have tried, making changes, saving my game, and quitting to see if the changes stuck, but they didn't. I have also tried, making changes, saving my game, then run 1 turn, then saving my game again and quitting, and still changes weren't saved. In the end I make the changes play to 'bug' play x amount of hours, save&quit, and next in the next play session the change I made are there, that if haven't update the rev. Also when I cut&paste the updated rev. to my install dir, they are always flagged as read-only, which I change, does this have something to do with changes not saving? Sorry for going on on different problems in on thread, I just don't want flood the board.

Aaaand another thing. When I load my savegame the game asks me to do a recalc(almost everytime I load my game), no biggie takes minute or two. I am still not quite clear on the fact that, is the game suppose to ask for recalc, even thou I haven't update rev. versio? Also I have the option enable which allows you to pick a new promotion, if the old one goes obselete due to research, or by upgrading a unit. Now I have 2 battships(had 12), which I build for sea hunting(I don't remember what units they were originally, decreme maybe?) and promoted them to 'sea hunting'. Now everytime the game makes recalc, those units get a free promotion due to the fact that appeartly battleships can't have sea hunting promotion. I'm quite sure this is not suppose to happen.

P.S And as always love the mod :)
 
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Okay stupidest thing is I actually *cough* forgot to mention the real problem which is that the "Hurry Inflation" % isn't coming down. It is "stuck" at the 1403%, I did manage to bring it down by 1% by changing civics but that is it. Honestly I don't mind the wait for it to come down, after all "I made my bed and now have to sleep in it". Or since I am playing at the "slowest speed" is the decay rate simply so small that it hasen't affect the 1403%, in oh let's say 20-30 turns?

Yes, as I posted the 2% decay rate Is affected by Game Speed selected. So yes, playing On Eternity, it's is actually lower than a 2% decay.

For right now to help your situation go to Assets\XML and search thru the GlobalDefines located there and changes this Define:
EDIT: It is found in A_New_Dawn_GlobalDefines. About 2/3rds of the way down the list of defines.

<Define>
<DefineName>HURRY_INFLATION_DECAY_RATE</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>

Change the 2 to 10.

ATM I can't remember which GlobalSefine this is in though. So you will need to do the searching.

As for the "Other" problems. Each one needs to go to the Appropriate Bug Thread with documentation and details, please.

JosEPh
 
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Ok so I change the 'HURRY_INFLATION_DECAY_RATE' from 2 to 10. Played few turns but inflation didn't come down. So as a test I changed the 10 to 1000, played 2-3 turns and nothing. So in the "Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML" folder where the file "A_New_Dawn_GlobalDefines.xml" resides, and after I edited it, the file icon turned from having a green V on it to having red ! on it. This wouldn't happen to indicate that the mod/game is ignoring the file? And yes I did recalc everytime I changed the 'HURRY_INFLATION_DECAY_RATE'. I will keep playing with the value of 1000, and see if anything happens.

EDIT1: So far I have played maybe 40-50 turns, and the 'Hurry Inflation' has not gone down.
EDIT2: I have managed bring my actual 'Inflation Rate' from 588% = 561% by changing a civic.
 
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Ok so I change the 'HURRY_INFLATION_DECAY_RATE' from 2 to 10. Played few turns but inflation didn't come down. So as a test I changed the 10 to 1000, played 2-3 turns and nothing. So in the "Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML" folder where the file "A_New_Dawn_GlobalDefines.xml" resides, and after I edited it, the file icon turned from having a green V on it to having red ! on it. This wouldn't happen to indicate that the mod/game is ignoring the file? And yes I did recalc everytime I changed the 'HURRY_INFLATION_DECAY_RATE'. I will keep playing with the value of 1000, and see if anything happens.

EDIT1: So far I have played maybe 40-50 turns, and the 'Hurry Inflation' has not gone down.
EDIT2: I have managed bring my actual 'Inflation Rate' from 588% = 561% by changing a civic.

Okay
1. you 1st stated your inflation rate was 1403%, now it is 588% that went to 561% "by changing a civic". That's a big difference.
2. Because you are playing on Eternity it will take way more than 2-3 turns even with a value of 1000 (which by the way may be out of the Range this define works with) to show a difference. Even after your 40-50 turns.
3. I know T-brd said it was okay to play out of your SVN Folder. BUT I advise against it. It's a good thing you do not have Commit permission. The red indicator is the SVN saying you have made changes and they are not in line with what you have set as your source (the svn main repository), and that you have not commited these changes. The Mod does not ignore these changes though since you are playing from this Mod file set. But later when you have another problem We may not be able to help you because you changed the base Mod. Understand why I advise against it now? T-brd is the main Modder so him using it for his Mod set up is okay. Not so much imhpo for the player.

4. Some Defines at Game start (new game 1st turn) set rates that can not be changed without a New game being started. This Define may be one of them.

In all of this you have learned Not to abuse the Hurry process. Just like whipping your Pop, there are consequences to pay from robbing Peter to pay Paul.

JosEPh
 
Deflation does not exist in bts or C2C.
Inflation is the only thing your economy will experience throughout the game, every single time you click "end turn".
Hurry production will increase the inflation for a period and HURRY_INFLATION_DECAY_RATE has to do with how long that period will be.
 
1. you 1st stated your inflation rate was 1403%, now it is 588% that went to 561% "by changing a civic". That's a big difference.
I think you have misunderstood something, there are 4-5 different inflation types/rates. You can see them when you hower you mouse over the inflation field in the finance window(Inflation from/civics/research/buildings/projects/HURRY INFLATION).
And this is what I am talking about:
Hurry production will increase the inflation for a period and HURRY_INFLATION_DECAY_RATE has to do with how long that period will be.
Thanks Toffer90.
I am trying to bring down the HURRY INFLATION rate. The 1403% and 588%(Now 559) are completely different rates. Right now my base inflation is 215549 and my inflation rate is 559% so that makes my current inflation, in MONEY 1204918(215549*5,59). I am able to bring down that 559% by changing from civic Merchantile(+50% to inflation) --> Regulated(-15 to inflation). The inflation rate(559%) drops 1-2% every turn.

Is there really a difference whether or not I make my C2C folder into the actual SVN folder which is updated, or if I update SVN folder else where and then copy all the content from it to the actual mods directory, AFTER I delete all the old files in the mod folder? And what comes to "abusing" the hurry system: I've been playing like this since the game launched, and I have gotten myself "in a financial pickle" before yes, BUT the rate has always come down eventually. This is the way I play. I reported this because the hurry inflation isn't coming down.

P.S I do not know what makes you think, that I would be stupid enough, to actually "commit" my changes to your/teams/mods SVN directory. Unless they were uploaded automatically(some fricking how), which by the way would be goddamn stupidity right there. My changes to the A_New_Dawn_GlobalDefines.xml, will disappear when I update my SVN next time. And hey it was you who told me to make changes to A_New_Dawn_GlobalDefines.xml. I know it may seem like I come to complain here, BUT THAT IS NOT SO. I love civ 4, and I love the work this mod team has done. I have no skills, well nothing that would qualify on this level anyway, to contribute to this project, so I do the next best thing report possible problems. This is best maintained and furthest progressed mod that I have ever seen, and believe me I have tried and seen a lot of mods in my 20 years of PC gaming.
 
Thanks Toffer90.
I am trying to bring down the HURRY INFLATION rate. The 1403% and 588%(Now 559) are completely different rates. Right now my base inflation is 215549 and my inflation rate is 559% so that makes my current inflation, in MONEY 1204918(215549*5,59). I am able to bring down that 559% by changing from civic Merchantile(+50% to inflation) --> Regulated(-15 to inflation). The inflation rate(559%) drops 1-2% every turn.
There might be bugs in the inflation maths, perhaps you've hit one, I wouldn't really know.
If you ever can document in some way that abrupt and extreme increases in inflation does occur from one turn to another; then I'm sure someone on the team might look into the inflation code. For now this is not a priority.
Is there really a difference whether or not I make my C2C folder into the actual SVN folder which is updated, or if I update SVN folder else where and then copy all the content from it to the actual mods directory, AFTER I delete all the old files in the mod folder?
The former shouldn't cause any problems, but the latter guarantee that there is no problems tied to the mod installation.
As a modder I prefer the latter as it gives me one extra copy of the fileset for me to tamper and compare between, I have three copies of the mod at any given time, two of them tied to tortoise SVN repository and a third for playing and testing changes.
 
If you ever can document in some way that abrupt and extreme increases in inflation does occur from one turn to another; then I'm sure someone on the team might look into the inflation code. For now this is not a priority.
No I understand. I'll keep you "informed" :crazyeye:. When I first "noticed" the hurry inflation it was 1403% and didn't come down even after many turns, so I wondered if that 1403% is some sort of "cap number", and there is just some overhead, so to speak, and that it would start dropping after "a while". I did manage to drop it by 1% when I changed civics, but I don't remember what civic to what I changed. I have seen this in other games, but usually the number is something like 9999 etc. Just my experiences from other games, so this just propably a bug.
 
Is there really a difference whether or not I make my C2C folder into the actual SVN folder which is updated, or if I update SVN folder else where and then copy all the content from it to the actual mods directory, AFTER I delete all the old files in the mod folder?

If you change a file, yes. From that point on this file is ignored when it comes to updates, until you bring it in line with the SVN again.

Edit: 2nd difference: Sometimes the SVN goes through a rough time. There can be errors (temporarily) that weren't always there. With the 2nd method you can defer certain changes, while keeping your SVN folder up to date, which can be beneficial if the ultimate error-handling involves only a small change, and the SVN server is having "issues" again - like it did for a while until yesterday.
 
P.S I do not know what makes you think, that I would be stupid enough, to actually "commit" my changes to your/teams/mods SVN directory. Unless they were uploaded automatically(some fricking how), which by the way would be goddamn stupidity right there. My changes to the A_New_Dawn_GlobalDefines.xml, will disappear when I update my SVN next time. And hey it was you who told me to make changes to A_New_Dawn_GlobalDefines.xml. I know it may seem like I come to complain here, BUT THAT IS NOT SO. I love civ 4, and I love the work this mod team has done. I have no skills, well nothing that would qualify on this level anyway, to contribute to this project, so I do the next best thing report possible problems. This is best maintained and furthest progressed mod that I have ever seen, and believe me I have tried and seen a lot of mods in my 20 years of PC gaming.

Are you getting mad at me for trying to help you? Really? :shake::hammer2: :dunno:

JosEPh
 
Was I little offended by "It's a good thing you do not have Commit permission.". Yes. And to mention the fact that I have read number of threads here in C2C forum, and quite frankly sometimes your responses are unpolite/blunt to say the least. Now I might be wrong here and have just "read it wrong", since text based communication does not real conway attitude, or feelings, very well. I am not looking to start anything or to offend you. I know it can be frustrating sometimes to help people. And I am quite fine to leave this at that, so to speak.
 
Please, read my signature line.

JosEPh
 
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