Major Tom wrote:So, you're saying that the inflation does not keep up with the VP effect which increases amount of money you can print?
Major Tom wrote:Very interesting, but I do think you're missing an important consideration. The money you get from printing, taxes, and bonds, is not your entire money supply. You generate money every turn from your cities. Unless that money is indexed to inflation, which it probably is not, then it's worth less every time you do something that increases inflation.
77NY wrote:You're quite right that a thorough analysis needs to look at baseline economy as well. And your point is well taken that that income loses value to inflation since it does not seem to be linked to VPs. However, my initial thought is that the baseline income also becomes a smaller and smaller proportion of overall annual income as time goes on and the VP linkage substantially increases benefits of taxation, bonds, and printing money.
Major Tom wrote:You're undoubtedly right that your baseline income is going to be less and less important as the game goes on, as it gets eaten up by inflation and your finance options (bonds, taxes, money printing) yield bigger and bigger amounts.
TheDoctorKing wrote:On drafts: I like the way Clovis has worked this in his SVF mod. The first couple of calls for volunteers produce enormous numbers. This way, the armies can get big without need of the draft. Then, as historically happened, it gets harder and harder to get volunteers without paying enormous bonuses that bankrupt your country, especially the CSA. So the CSA prints money (USA to a lesser extent) in order to keep the recruits coming in, but finally the manpower shortage gets too bad and you go to the draft. There is a political price to be paid, and also I believe your newly raised troops are of lower quality, at least at first. But at least you have somebody to put in the firing line, so long as you can keep morale up.
77NY wrote:
Just had a thought: a finances option that allows the CSA to purchase WSu from England/France at the cost of increasing inflation. This would be historical b/c the CSA had to deplete its reserve of gold/silver specie in order to buy arms/raw materials from abroad. The depletion of specie contributed significantly to the debasement of CSA scrip. Any thoughts on this as a mod feature?
Banks6060 wrote:Interesting idea. But I had assumed the CSA's "blockade runner" brigs would be the ones that represented something to that affect.
77NY wrote:I finished my first campaign as the Union and don't recall seeing any events for the draft riots of 1862 and 1863. Has anyone had any draft riot events?
Gray_Lensman wrote:It will be eventually, but due to its nature, adjustments to inflation cannot be made until all other cost items are working properly, otherwise improper initial costs will be even more improper when multiplied by inflation effects.
When it's all done and done properly it will be extremely painful as it was historically in the Civil War itself especially in regards to the CSA.
For everyone else reading this, it's just a comment, as there has been no work at all attempted to rework this flawed part of the game design yet.
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Major Tom wrote:77NY - Very interesting analysis. It's probably correct in the conclusions if not the details.
Your spreadsheet shows CSA money printing starting at a base of $100 on turn 1. In fact, it starts from a base of $206. Also, your formula for how money printing is tied to VP is too simple. The real formula is much more complicated, and I've been struggling to figure it out for a few days.
I have test data from one full year, and there appears to be a straight line relationship between VP and the amount af monwy generated by each of the finance options. But the line is actually not quite straight -- there's a slight curve to it. The curve is so slight that it's hard to see it with just one year's data, so I need to do more. Plus, I'm not that great with higher math, so figuring out the formula for a curve instead of a straight line is not something I can easily do. But, it's clear from the one year of data that I've gotten that there's a slowly diminishing effect of VP on financial options.
tagwyn wrote:Hey, you guys, Did you pay your taxes lately? Could be a position for you in DC!! LOL tag![]()
Gray_Lensman wrote:It will be eventually, but due to its nature, adjustments to inflation cannot be made until all other cost items are working properly, otherwise improper initial costs will be even more improper when multiplied by inflation effects.
When it's all done and done properly it will be extremely painful as it was historically in the Civil War itself especially in regards to the CSA.
For everyone else reading this, it's just a comment, as there has been no work at all attempted to rework this flawed part of the game design yet.
phantomfeather wrote:I don't claim to have the knowledge that many of these very informed players possess. I will acquiesce to them on many things involving this game, history, etc. But one thing I know for certain: Inflation for the CSA spiraled completely off the charts!I really don't know how they raised taxes or how much they collected but I do know the CSA printed paper money until it became worthless.
To do this in the game would probably cripple the CSA player; some things you just can't do in the name of historicity
(is that a word?). A thing such as that would hurt the playability of the game though to be honest with you I probably need to find myself some live competition. The AI as the USA makes it so easy to win
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Cato Uticensis wrote:I'm sure if Inflation/Hyperinflation is implemented correctly it would be a double edged sword forcing the player to think twice. Game-wise it would decrease the amount of troops and regiments in the game forcing the player to be more strategic and invest more in the future. Thus prolonging each game.
phantomfeather wrote:Absolutely!!! Excellent point, Cato. I don't know if it's possible in a game against the AI but I wouldn't mind playing a live suc, oops, excuse me, player using the most historically correct options (volunteers, drafts, raising moolah, etc.) just to see how that would go. In other words, use the stuff that most accurately portrays the war but puts the players on the spot for what they got.
What I've noticed most is the AI & myself maxing out all options when those twice a year options occur.
Still a great game though.![]()
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