Oloof22
Recruit
I read mexicco post (link below) about snowballing where he noticed a huge inflation in economy. I would like to make some in deppth thoughts about it.
I want to clarify whenever I will use word inflation i have on mind "increasing amount of money in the economy" and deflation "decreasing amount of money in the economy.
So let's start by simple question. How to get rid of inflation and deflation. It's all about as I call it "money in" and "money out". If the is more money going into economy (money in) than going out of it (money out) we will have inflation. If there is more money going out we will have deflation. So the only solution is to have money in = money out, because even small amount of difference will make the economy break after a long time.
How money enters the economy (money in) or in other words how the game creates currency:
Cities and villages creating money.
Taxes and tarrifs from settlements.
Money plundered from parties.
Prisoner ransoms.
Quests (player only?)
How money exits the economy (money out) or in other words how the game destroys currency:
Troop recruitment. (and upgrades)
Troop upkeep.
Cities and villages destroying money.
Workshop upkeep.
One of the thing I want to point out at this moment is that cities and villages (mostly cities) can create and/or destroy infinite amount of money without any punishment. So we can just make them have infinite money and the game economy wouldn't change much. So I decided to exclude Cities and villages from the economy assuming that currency is created when someone sells to them, and destroyed when someone buys. Then it looks like this.
How money enters the economy (money in):
Lords selling to cities.
Caravans trading. (They are also selling and buying but I made them separate)
Workshop trading.
Taxes and tarrifs from settlements.
Money plundered from parties.
Prisoner ransoms.
Quests (player only?)
How money exits the economy (money out):
Lords buying from cities.
Troop recruitment. (and upgrades)
Troop upkeep.
Workshop upkeep
I want to look more deeply at workshops. Do they really generate money? They buy resources cheap from thecity and sell products expensive to the city. Since I excluded cities from economy they are in fact bringing money into economy. So it seems correct.
"Lords selling and buying from cities" is also something that needs more analysis. What do they sell? Food, equipment, horses? (I think all items can be categorized into one of these three categories). They sell equipment gathered from battles. Food? I don't think they sell it. Horses? I also dont think so. (It can be noticed that lords can also trade anything - basically behave like a caravan but in this case I would put their income earned that way into caravans category) What the buy? Food and horses. (I might be wrong there.)
So let's do it again.
Money in:
Battle loot (Equipment sold, prisoners ransomed and money plundered)
Caravans.
Workshops.
Taxes and tariffs.
Quests. (probably player only - minor impact - ignored)
Money out:
Troop costs (including recruitment, upkeep, upgrades and food costs)
Workshop upkeep (minor impact - mostly can be ignored)
So let's start math. As I wrote at the start money in = money out so:
Loot + caravans + workshops + taxes (and tariffs) = troop costs
If me can make this equation(how do you write it?) true then we have fixed economy.The most crucial part there is loot. Why? Because the bigger is the army you beat, the more loot you get so we can say loot = a * troop costs. "a" is some value that determines how much money you get into economy based on how much money you paid for troops (money out). "a" can have a different value based on the time that have passed in between recruiting and the battle (due to upkeep costs) and can also be multiplied by rougery skill. But if we put it into equation we have:
a * troop costs + caravans + workshops + taxes (and tariffs) = troop costs
caravans + workshops + taxes (and tariffs) = troop costs - a * troop costs
caravans + workshops + taxes (and tariffs) = (1 - a) * troop costs
If a>0: (Let's say 1,5 ) caravans + workshops + taxes (and tariffs) = (-0,5) * troop costs
There is a big problem as right side is negative. In order to fix it you can
Solution 1: Make income from caravans, workshops and taxes negative (and break the game entirely)
Solution 2: Lower "a" so right side is positive again.
If a<0: (Let's say 0,8 ) caravans + workshops + taxes (and tariffs) = (0,2) * troop costs
As it clarly determines income from caravans workshops and taxe have to cover 20% of troop costs in this case. Let's balance it around it an voila it's balanced... (almost).
Now we are left with the problem that this equation fluctuates in the playthrough. So it may be more balanced and will not break the game within 10 years, but it will in 100 years. So we have to add something into equation. I will add some (stupid) examples but it is developers decision what to do with that.
The more money I have the more I spend it. Can you imagine a kingdom that stores half of it's income and never uses it? (well maybe) It's much better to use the money to get bigger advantage in wars. So... Do I have to much money...? Yes... So recruit and uprgade troops... Still too much... Recruit and upgrade... Still too much... Recruit and... Well I can't because there is a party limit. So my money is going all to waste.
Solution 1: Remove the party cap (I said these will be stupid)
Solution 2: Add another way to spend money, maybe you can recruit small parites patrolling and hunting bandits.
Solution 3: There are a lot of ways to do it. Think yourself.
So in the end it's all about making "a" lower than 1 and then balancing income. (Keep in mind rougery as it can easly break the economy again).
And one last thing. Get rid of this stupid perk "Gain 0,1% interest per day on gold you have". Money should never create money by itself. It has a great potential to break the economy.
Sorry for my english. I'm sure there are some mistakes in such long post so correct me if you can. Also look at it and think. Is it correct? Even I am not sure but I want the economy to be fixed. So if something is wrong just point it out and we will try to figure the way to correct it.
I want to clarify whenever I will use word inflation i have on mind "increasing amount of money in the economy" and deflation "decreasing amount of money in the economy.
So let's start by simple question. How to get rid of inflation and deflation. It's all about as I call it "money in" and "money out". If the is more money going into economy (money in) than going out of it (money out) we will have inflation. If there is more money going out we will have deflation. So the only solution is to have money in = money out, because even small amount of difference will make the economy break after a long time.
How money enters the economy (money in) or in other words how the game creates currency:
Cities and villages creating money.
Taxes and tarrifs from settlements.
Money plundered from parties.
Prisoner ransoms.
Quests (player only?)
How money exits the economy (money out) or in other words how the game destroys currency:
Troop recruitment. (and upgrades)
Troop upkeep.
Cities and villages destroying money.
Workshop upkeep.
One of the thing I want to point out at this moment is that cities and villages (mostly cities) can create and/or destroy infinite amount of money without any punishment. So we can just make them have infinite money and the game economy wouldn't change much. So I decided to exclude Cities and villages from the economy assuming that currency is created when someone sells to them, and destroyed when someone buys. Then it looks like this.
How money enters the economy (money in):
Lords selling to cities.
Caravans trading. (They are also selling and buying but I made them separate)
Workshop trading.
Taxes and tarrifs from settlements.
Money plundered from parties.
Prisoner ransoms.
Quests (player only?)
How money exits the economy (money out):
Lords buying from cities.
Troop recruitment. (and upgrades)
Troop upkeep.
Workshop upkeep
I want to look more deeply at workshops. Do they really generate money? They buy resources cheap from thecity and sell products expensive to the city. Since I excluded cities from economy they are in fact bringing money into economy. So it seems correct.
"Lords selling and buying from cities" is also something that needs more analysis. What do they sell? Food, equipment, horses? (I think all items can be categorized into one of these three categories). They sell equipment gathered from battles. Food? I don't think they sell it. Horses? I also dont think so. (It can be noticed that lords can also trade anything - basically behave like a caravan but in this case I would put their income earned that way into caravans category) What the buy? Food and horses. (I might be wrong there.)
So let's do it again.
Money in:
Battle loot (Equipment sold, prisoners ransomed and money plundered)
Caravans.
Workshops.
Taxes and tariffs.
Quests. (probably player only - minor impact - ignored)
Money out:
Troop costs (including recruitment, upkeep, upgrades and food costs)
Workshop upkeep (minor impact - mostly can be ignored)
So let's start math. As I wrote at the start money in = money out so:
Loot + caravans + workshops + taxes (and tariffs) = troop costs
If me can make this equation(how do you write it?) true then we have fixed economy.The most crucial part there is loot. Why? Because the bigger is the army you beat, the more loot you get so we can say loot = a * troop costs. "a" is some value that determines how much money you get into economy based on how much money you paid for troops (money out). "a" can have a different value based on the time that have passed in between recruiting and the battle (due to upkeep costs) and can also be multiplied by rougery skill. But if we put it into equation we have:
a * troop costs + caravans + workshops + taxes (and tariffs) = troop costs
caravans + workshops + taxes (and tariffs) = troop costs - a * troop costs
caravans + workshops + taxes (and tariffs) = (1 - a) * troop costs
If a>0: (Let's say 1,5 ) caravans + workshops + taxes (and tariffs) = (-0,5) * troop costs
There is a big problem as right side is negative. In order to fix it you can
Solution 1: Make income from caravans, workshops and taxes negative (and break the game entirely)
Solution 2: Lower "a" so right side is positive again.
If a<0: (Let's say 0,8 ) caravans + workshops + taxes (and tariffs) = (0,2) * troop costs
As it clarly determines income from caravans workshops and taxe have to cover 20% of troop costs in this case. Let's balance it around it an voila it's balanced... (almost).
Now we are left with the problem that this equation fluctuates in the playthrough. So it may be more balanced and will not break the game within 10 years, but it will in 100 years. So we have to add something into equation. I will add some (stupid) examples but it is developers decision what to do with that.
The more money I have the more I spend it. Can you imagine a kingdom that stores half of it's income and never uses it? (well maybe) It's much better to use the money to get bigger advantage in wars. So... Do I have to much money...? Yes... So recruit and uprgade troops... Still too much... Recruit and upgrade... Still too much... Recruit and... Well I can't because there is a party limit. So my money is going all to waste.
Solution 1: Remove the party cap (I said these will be stupid)
Solution 2: Add another way to spend money, maybe you can recruit small parites patrolling and hunting bandits.
Solution 3: There are a lot of ways to do it. Think yourself.
So in the end it's all about making "a" lower than 1 and then balancing income. (Keep in mind rougery as it can easly break the economy again).
And one last thing. Get rid of this stupid perk "Gain 0,1% interest per day on gold you have". Money should never create money by itself. It has a great potential to break the economy.
Sorry for my english. I'm sure there are some mistakes in such long post so correct me if you can. Also look at it and think. Is it correct? Even I am not sure but I want the economy to be fixed. So if something is wrong just point it out and we will try to figure the way to correct it.