[Request]How to fight inflation?

kris_131

Chieftain
Joined
Nov 3, 2017
Messages
6
Hey, I have monstrous inflation and I wonder how to make it lower; I figured i shouldn't hurry with gold (because it make inflation) but I don't know how to take inflation numbers down :(
 
The Hurry function needs to be used wisely and not for any and everything. Now you've learned the peril of over usage.
 
The Hurry function needs to be used wisely and not for any and everything. Now you've learned the peril of over usage.

yep, I shouldn't over usage that, but I have 2 questions

1) Is using caravans to hurry also causes inflation?
2) Is inflation ever fades?
 
yep, I shouldn't over usage that, but I have 2 questions

1) Is using caravans to hurry also causes inflation?
2) Is inflation ever fades?
1) I don't think so.
2) Over time but gradually and slowly I think.
 
Inflation increases by itself over time. And this is simply by turn number. On nightmare difficulty, if you don't progress fast enough (tech and economy base), the inflation can grow faster than your income, leading to permanent stagnation because more and more cities must be set to Build Wealth to counter the inflation. Which makes playing with tech diffusion on probably mandatory.
 
Inflation increases by itself over time. And this is simply by turn number. On nightmare difficulty, if you don't progress fast enough (tech and economy base), the inflation can grow faster than your income, leading to permanent stagnation because more and more cities must be set to Build Wealth to counter the inflation. Which makes playing with tech diffusion on probably mandatory.
Obviously you'll have to let us know if it gets completely unmanageable.
 
As far as I can tell inflation is a mechanic that tends to punish the front runners. As far as I can see it is the only one that does. Removing it or changing it should be done with caution lest it increase the steam roller effect.
 
As far as I can tell inflation is a mechanic that tends to punish the front runners. As far as I can see it is the only one that does. Removing it or changing it should be done with caution lest it increase the steam roller effect.
Amen!

There is No need to change inflation. The only "Need" is to get players Not to Hurry production All the Time. It's just a player exploit that is over used jst like whipping in a vanilla BtS game. We do Not need to help these type actions (make easier) with this Mod. Ever. Have we not had enough of the "Too Much Gold" outcry in this Mod after 9+ years????

And on a personal note I have Never had run away inflation in any game of C2C, as a player or modder during this Whole time frame.

If Deity Nightmare (DN) is, as Noriad2 claims, then that Difficulty level can be modified. But in my test games below Eternity GS with DN I've never had runaway inflation. On Eternity and a lesser degree Eon, there were hints that it could be "If" you constantly used player exploits.

EDIT: In the past, inflation would slowly come down. Not sure what, besides Civics, is keeping it from slowly reducing If you stop the process of accelerating it thru Bad player practices. And it Always took a long time. Not just a handful of turn either.
 
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Well I don't suffer from runaway inflation on deity/nightmare anymore for the following reasons:

1) I switched to playing a leader with an Organized trait. Which lowers upkeep. More money means you can put more cities on Build Research, leading to faster tech.

2) I figured that you need to get additional sources of money income. Capturing large numbers of enemy workers and siege units, moving them back to my territory (or capture and use one of the forts that the AI builds everywhere) and selling them off can be a major source of income.

3) Going all Ghengis Khan on my neighbours is another one. Capture his cities, sell off all the buildings (even though the price stated is wrong; the 20% of hammer cost is applied twice, leading to only 4%) and delete the city afterwards is the way to go. I've wiped out whole civs this way, sometimes even deleting valuable Wonders. Bonus: no more problems with border pressure. Again, more money from plundering means you can set more cities on Build Research. The BTS name for this strategy is Pointy Stick Research.
 
) I switched to playing a leader with an Organized trait. Which lowers upkeep. More money means you can put more cities on Build Research, leading to faster tech.
What was you preferred Leader before the switch?

Leaders imhpo have too much sway with their traits. I would like to see the next set of Traits be more subtle in their bonuses and malus.

2) I figured that you need to get additional sources of money income. Capturing large numbers of enemy workers and siege units, moving them back to my territory (or capture and use one of the forts that the AI builds everywhere) and selling them off can be a major source of income.

Is this really a necessity? Or just another means? I found adequate income by careful management of the buildings I built. Did not give me a surplus but kept my research at a decent rate ~70%, and I was making a few :gold: per turn as well.

3) Going all Ghengis Khan on my neighbours is another one. Capture his cities, sell off all the buildings (even though the price stated is wrong; the 20% of hammer cost is applied twice, leading to only 4%) and delete the city afterwards is the way to go. I've wiped out whole civs this way, sometimes even deleting valuable Wonders. Bonus: no more problems with border pressure. Again, more money from plundering means you can set more cities on Build Research. The BTS name for this strategy is Pointy Stick Research.

I think T-brd addressed this sell off problem in one of his latest SVN commits, I think.....
 
sell off all the buildings (even though the price stated is wrong; the 20% of hammer cost is applied twice, leading to only 4%)
I don't think I have addressed this, not intentionally anyhow. I didn't know this was an issue. I'll put it on the list.
 
What was you preferred Leader before the switch?

Leaders imhpo have too much sway with their traits. I would like to see the next set of Traits be more subtle in their bonuses and malus.

I used to play Christian IV of Denmark (agg/ind/tem). First time playing this leader with the new stricter Nightmare rules, I failed to keep up with inflation. I posted my save games in a .zip in the "new game speeds" thread. So my next game I switched to Roosevelt of USA instead. And also changed my play style to seeking to get more money from plundering the enemy. Which worked.

Is this really a necessity? Or just another means? I found adequate income by careful management of the buildings I built. Did not give me a surplus but kept my research at a decent rate ~70%, and I was making a few :gold: per turn as well.

Like I said, with Nightmare, inflation is a race against the clock. 70% tech may be too low to keep up. Up to bronze working/monarchy, many new civics unlocked in the tech tree improve your financial situation, but the new civics you get from bronze working/monarchy, and civics after that, worsen your financial situation or don't improve it (but arguably give other benefits).

I think T-brd addressed this sell off problem in one of his latest SVN commits, I think.....

As the AI builds a lot more than the player, even at 4% yield, selling off a whole city's collection of buildings gives a considerable amount of cash. I did not say that it is wrong from a game balance point of view, I just noticed that the stated percentage in the interface does/did not fit the actual yield.
 
3) Going all Ghengis Khan on my neighbours is another one. Capture his cities, sell off all the buildings (even though the price stated is wrong; the 20% of hammer cost is applied twice, leading to only 4%) and delete the city afterwards is the way to go. I've wiped out whole civs this way, sometimes even deleting valuable Wonders. Bonus: no more problems with border pressure. Again, more money from plundering means you can set more cities on Build Research. The BTS name for this strategy is Pointy Stick Research.

Wait, wait, wait.

You can delete cities? How? Ive been trying to figure out how to do this for ages with no luck. Often I didnt want to raze a city right away, I wanted to try and sell the buildings. I could never figure out how.
 
To delete buildings or the entire city: enter the city screen. Press CTRL-A
 
Wait, wait, wait.

You can delete cities? How? Ive been trying to figure out how to do this for ages with no luck. Often I didnt want to raze a city right away, I wanted to try and sell the buildings. I could never figure out how.
C2C enables this with Ctrl-A.

I'm hoping that @Toffer90 is including the button and widget for that somewhere on his city screen...
 
It would help if I knew where the current code for selling buildings resides, I could look for it myself, but if anyone knows....

Is there a widget that have this functionality?
Or do I have to make the button work without a dll widget?
 
I thought there was a widget for that in the code but it's not looking like there is. The hotkey and event must all be handled in python because I'm not seeing any reference to this functionality coming up anywhere I'm looking. I might not be looking in the right places but looking from the end result functions back, I cannot find where the action to sell off buildings or optionally destroy the city exist at all in the SDK stuff. There are portals I see from python that must be where its coming from. In a bit, I can take a look at that closer.

Back when I was not quite as familiar with this neighborhood of the code set, I had thought AIAndy had set some of this up in preparation for implementing the button, the graphics for which IS in the FPKs somewhere... I made that at least.
 
I thought there was a widget for that in the code but it's not looking like there is. The hotkey and event must all be handled in python because I'm not seeing any reference to this functionality coming up anywhere I'm looking. I might not be looking in the right places but looking from the end result functions back, I cannot find where the action to sell off buildings or optionally destroy the city exist at all in the SDK stuff. There are portals I see from python that must be where its coming from. In a bit, I can take a look at that closer.

Back when I was not quite as familiar with this neighborhood of the code set, I had thought AIAndy had set some of this up in preparation for implementing the button, the graphics for which IS in the FPKs somewhere... I made that at least.
Appreciate the help on finding the code we already have for it.
Knowing the name and file path for the button graphic in the FPK will be quite important too.
 
I put the icon in the SVN quite recently. The button should go on the side of the Buildings box in the city screen. It is the only place available in low resolution.

The button is art/interface/buttons/screens/cityscreen/SellBuildingButton.dds

The code is in its Python/AbandonCityEventManager.py
 

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