upkeep changed in 0.25?

slowcar

King
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Jun 19, 2006
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Location
hamburg, germany
i just recently found 0.25, been playing 0.23 up to now.

now i made my first test game, switching a difficulty level down to emperor, playing tasunke on a standard balanced map.

i got lucky on a random event and my scout got the hero promotion (how cool is that!) and easily wiped out two of the five civs with some barbarian-promoted warriors and the hero scout.

so far so good, before starting the first war my economy totally crashed, me having 3 cities was a bit surprised as i didn't have many troops.
i crashed it even more building troops and researched on deficit after capturing the first enemy city and researched city states which used to net a surplus per city until a certain number.

anyhow, i played 40 more turns without being able to get above 30% (and about 6 bulbs) science. even after funding my deficit spending with another war i was just barely able to research markets and build them in all cities (i had like 8) which recovered me up to 50%.

question is:
has there been a change from 0.23 to 0.25 regarding the city upkeep? city states seems to be the same, at least from my memory.
i am pretty sure that i'd be able to research at 90% science slider in 0.23, given the same game...

warrior rush is not too good on immortal anyway but i used to get my first neighbour, now it tends to destroy my economy beyond redemption with me being behind in research anyhow :(
 
Well, I have a few tips for you, though I don't know why it would crash your economy so easily...
Avoid pacifism at all costs, use civics that allow free military units, and use city-states if you have multiple cities.
Furthermore.... try building cottages and use things like markets.

These may sound a bit basic to you depending on your skill level, but they do help a lot. :P
 
There was a pretty significant reduction in inflation in one fo the 0.25 patches (I think "e") to take it from the standard BtS levels to the 0.23 levels.
 
i had 25i installed and no inflation anyhow. i'll check a few games on similar maps in 0.23 and 0.25 maybe if i find some time.
 
It isn't inflation, it is just that with BTS compared to vanillia, there is no/less rouding with upkeeps, because of that it scales up much quicker
 
There was a pretty significant reduction in inflation in one fo the 0.25 patches (I think "e") to take it from the standard BtS levels to the 0.23 levels.

I still think this is exactly the problem. I play both BtS and FFH2 and in the former expanding is much more expensive, and you reach inflation % over 100% quite early in the game (patch K), I've never seen in regular Civ4 such hich percentages.
 
What I have noticed is that the games are longer now with all that Labscurum/raging barbs. Before I could go i.e. the magical way and melle or divine and run 80-100% science bar. Now I really cant keep up with the tech tree cause inflation is eating my gold to fast. It is 3/4 of my whole economy. [path k, monarch] Now I play with the AC off so I can raze barb cities as I please so this lets me upgrade my units but with the AC on it would be a hell of a game ;)

Some stats:
turn ~400 - I have wizzards and my first high priest, swordsmen as my main melle army, no archers, no horsmen, no hunters [not researched at all]

Game got longer but the inflation is stuck in place.
 
ya inflation sucks now. i am playing on monarch difficulity and inflation is 200% in 500 turns. i have 0% in research and still loosing gold.
 
I havent had trouble with keeping the reseach bar up. Lowest ive gotten on patch K was 60% because i had just taken over a lot of cities. Are you guys getting cottages/courthouses or buildings that produce gold? The two i can think of off the top of my head is Temple for Runes or Gambling house but there are many more. Inflation has never been a problem for me. Over expansion is usually the cause of it.
 
In my current game I have all the money buildings build except tax office and tavern. I am running courthouses everywhere and have also basilicas in most cities! Recently I have founded my 9th city and my capital is in the middle of my empire. My science bar is at 30-40% to be at a little plus [+8-12gp] It is ~350 turn of the game. Raging barbs slowed the initial tech and expansion, normally at this turn there should be T4 units but I am researching my first T3 unit.

The game is slower but the inflation stayed the same :/ I think that without raging barbs it could be a normal game so the adjustment should be made for raging barbs and Labscurum.
 
Or you could just realize that you're going to be in a tight spot with those options on? I think the point of them is to be challenging... You could lower the difficulty you played on as well to counter the increased difficulty introduced by those options. I think changing a huge mechanic of the game for one little toggle is misleading. I know when I'm setting up the game I wouldn't be thinking "this toggle will slow down inflation to counter how hard it is".
 
Well, the difficulty level you set up concerns AI and some bonuses against barbs [at the level I am playing there are no bonuses to fighting barbs so this does not apply] If I lower the difficulty then the AI wont stand a chance against barbs, therefore making the game pointless and even more challenge-less. Inflation and upkeep are the environment in which both we and the AI are developing our empires. The game is challenging but I want it to be challenging course of AI and barbs harassing my borders, not an environmental factor that I have little or no influence on. AC is well enough for me, thank you :)
 
I havent had trouble with keeping the reseach bar up. Lowest ive gotten on patch K was 60% because i had just taken over a lot of cities. Are you guys getting cottages/courthouses or buildings that produce gold? The two i can think of off the top of my head is Temple for Runes or Gambling house but there are many more. Inflation has never been a problem for me. Over expansion is usually the cause of it.

such discussions are not helping the issue and are not relevant. All you should look at is the % of inflation compared to the turn. The increase of inflation should be linear and consistent with the time in the game. Instead in FFH2 0.25k the inflation rate goes up to quick, what you do to contrast this issue is a completely different discussion, the discussion is about the ISSUE that inflation reaches over 100% while you're not even at half game. This should NOT happen.
 
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