Ok, so the title is optimistic, but I am going to describe a framework for calculating inflation, and I hope that someone more motivated than I am will then come up with some numbers.
The basis for inflation comes from the cost of each tech. We have to assume that Firaxis did some balancing on the tech costs so that they are reasonably consistent given the time period in which you are researching them.
Definitely by the Medieval Age all research can be done in 4 turns. This will give us a time basis to devalue future techs with. Excess gold will be ignored, due to our complete belief in Firaxis' perfect polishing job.
In the Ancient Age it's a little more difficult because no tech can be learned in 4 turns at the beginning, but there can be a lot more trading and hut bonuses, so I would say that as a wild guess, 4 turns per tech is not too bad of a standard even here.
On different difficulty levels, the AI bonus or penalty may affect their rate of inflation, but that will only affect the player if he trades extensively or is not in the tech lead.
Different sized worlds should be compensated for by the world tech # and the relative production capability of each society (as limited by corruption and other factors). In short, we should work with the standard world, and only later incorporate correction factors for different sized worlds if we find it necessary to do so.
Trading is extremely difficult to handle, so I would propose that we ignore it. The reasoning is that the AI often researches optional techs, causing unnecessary time delays. They then trade techs which allows them to make up those delays. If we focus on the required techs only, and ignore trading, then I think we can come up with a reasonable rate of inflation.
In tracing the timeline, I would recommend that one always go after the cheapest required techs first. That way progress is consistent with a growing economic base so that in theory the same %science will keep techs coming in 4 turns.
After computing the inflation for each 4 turn period of time (i.e. for each new tech), then we can take an average over the whole game, or if the results are disparate enough, then we can take an average over each Age and get some useful (though not perfect) concrete numbers.
The basis for inflation comes from the cost of each tech. We have to assume that Firaxis did some balancing on the tech costs so that they are reasonably consistent given the time period in which you are researching them.
Definitely by the Medieval Age all research can be done in 4 turns. This will give us a time basis to devalue future techs with. Excess gold will be ignored, due to our complete belief in Firaxis' perfect polishing job.
In the Ancient Age it's a little more difficult because no tech can be learned in 4 turns at the beginning, but there can be a lot more trading and hut bonuses, so I would say that as a wild guess, 4 turns per tech is not too bad of a standard even here.
On different difficulty levels, the AI bonus or penalty may affect their rate of inflation, but that will only affect the player if he trades extensively or is not in the tech lead.
Different sized worlds should be compensated for by the world tech # and the relative production capability of each society (as limited by corruption and other factors). In short, we should work with the standard world, and only later incorporate correction factors for different sized worlds if we find it necessary to do so.
Trading is extremely difficult to handle, so I would propose that we ignore it. The reasoning is that the AI often researches optional techs, causing unnecessary time delays. They then trade techs which allows them to make up those delays. If we focus on the required techs only, and ignore trading, then I think we can come up with a reasonable rate of inflation.
In tracing the timeline, I would recommend that one always go after the cheapest required techs first. That way progress is consistent with a growing economic base so that in theory the same %science will keep techs coming in 4 turns.
After computing the inflation for each 4 turn period of time (i.e. for each new tech), then we can take an average over the whole game, or if the results are disparate enough, then we can take an average over each Age and get some useful (though not perfect) concrete numbers.
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