I'm not convinced inflation is actually in the game. Why? Because the cost for tile maintenance (roads, railroads), and building maintenance does not increase as the game goes on. It stays static, and if you add the numbers up you will always see this.
Now they might have applied inflation to units and not buildings/tiles, but why would they? I don't think they have. I think unit maintenance simply goes up as you build more of them, but as we all know, it's not linear, but something more complicated.
So basically you have to be a computer programmer/university-level mathematics student in order to understand and play Civ 5 at anything but the lowest difficulty levels?![]()
Not at all, just don't build units right up to the edge of breaking even in GPT without having a plan to either gradually increase your monthly income or to rake in decent coin knocking heads together. V seems to point towards a more aggressive style of play than IV...even the "peaceful" win conditions like culture and diplomacy are made easier by going to war.
Workers are just as costly as carriers as far as I can tell.
The data suggests that this is exactly what's happening. Given that this is one of the first errors taught in any computer science class, I am very dissatisfied.
Why can't they just give each type of unit a fixed maintenance value?
So stop players from building any obsolete units. Mostly this already happens.So this inflation might be a way to prevent us from spamming the map with obsolete units
I can't wait till the bug mod comes out. Delete this worker and you will save 56gpt. Top drawer!
-1 4
-2 6
-3 10
-4 12
-5 16
-6 18
Poking around in the XML solved one part of the mystery.
The reason people keep reporting that every other unit deleted reduced their maintenance is this (I believe):
After applying some (unknown) formula based on game speed, number of turns elapsed, and number of units, the result is then rounded down to the nearest multiple of 7. This is the "exponent divisor value." Every other place that the word "divisor" is used in the XML, it's in this context (for example, the policy cost divisor is 5, they are based on a formula and then rounded down to the nearest 5).
So it seems that the reason that deleting 2 units tends to make it go down by exactly 7 some of the time but not always depends on the amount of maintenance. If your unrounded maintenence is 48 (rounds to 42) and you maintenance per unit is 5, you have to delete 2 units to see a change in maintenance, but deleting one more unit after that makes it change again! The number is inconsistent because 5 does not divide into 7.
I'm willing to guess that unit costs remain between 0 and 7 for most of the game, if not all of it, which explains why sometimes you can delete a unit and not have any change in maintenance.
By the way, 2 units costing 2.02 times as much is likely just a rounding issue. If you have one unit that costs 7.6, it will round it DOWN to 7. If you have two units costing 7.6, it adds up to 15.2 and then rounds to 15. The ratio will not be exactly two because the fractions are dropped after all of the cost is added up.
To anyone wanting to figure out the formula, the easiest way would be to set the divisor to 1 so you can actually see it changing in amounts smaller than 7, use Tuner to give yourself a huge number of units, then record the amount of maintenance on each turn for a few dozen turns (please keep in mind the game speed makes a difference). If you want to, send me the results you obtain and I'll figure out the formula (I have a math background and love this kind of stuff, I just don't really know how to use Tuner and don't have much interest in pressing end turn 100 times to get a decent sample).
The supply limit is so high relative to productive capacity and unit costs that I have never even come close.