Emptiness
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- Joined
- Jan 7, 2009
- Messages
- 1,922
Then what is the purpose? Annoy people? It can't be to stop large empires because there is already a mechnic in place for that.
Inflation forces an empire to continue expanding in order to survive. It either has to grow out (more cities), grow up (gain population in current cities), or grow in (which covers many things, including: cottage maturity, army reduction, increased






If inflation didn't exist then it would be possible for a small empire to turtle up and hold off a larger empire indefinitely without any expansion. The smaller empire would be able to support a higher units/city ratio than the large empire because of lower maintenance costs, and because it is physically smaller it would be able to have a higher units/area ratio as well.
Inflation's purpose is to reward with survival those civs which continue to expand their economy at a pace which keeps up with inflation, at the expense of those civs which do not.
"Inflation" depends on so many variables that it is impossible to predict.
But in the exact same situation, the inflation will always be the same. It isn't random, it's deterministic. Complicated, but not impossible to predict.
All right, not actually impossible. Almost impossible. Impossible without spending unreasonable amounts of resources.
Inflation increases over the course of the game. Far from impossible to predict, it is very dependable. Almost nothing can affect inflation directly, so it is very consistent. You can also anticipate inflation's effect, which is that it will apply more and more pressure on your civ to reduce costs as time passes.
What is hard to predict is exactly when inflation will get so bad that you have to take some step to counteract it. This is unpredictable because it depends on a great many factors, including many of the choices you've made in the game and the success or failure of those choices. This doesn't make inflation complicated, but rather reflects the complexity of the game itself.
It's pretty clear inflation is designed as a means of keeping up with growing economies in late-game without actually scaling costs of late-game items to account for that. And for this, it fails horribly. It would be better to simply increase costs. Either through military units (as I suggested) or through civic costs.
Inflation already increases the cost of military units and civics. It even does it in a way that is connected to the passage of game time, such that civs that gain early access to advanced civics or military units are not unduly penalized. Flat cost increases for civics and "late-game" military units comes with its own problems, and even if those problems were acceptable would require the mod to be rebalanced to accommodate the change.