We all know the problem - in the late game money is worthless. This problem has plagued the EU since time immemorial. To fix or at least mitigate it I suggest we look at a certain game mechanics, that could be used in a much more practical way, namely inflation.
To explain how to use inflation to solve the Smaug problem, let us look at another grand strategy game - Civilization.
In the Civilization games there is a variable in the expenses tab that is called inflation. What it does is simply increase over time. In other words your expenses always increase over time. The unavoidability is the important aspect here. You are always running against the clock.
Another aspect of Civilization games is the fact that unit upkeep cost increases with their number. This solution does not have practical applications in EU4, as it would cause players too much frustration, but it's worth noting that unit upkeep is not static. We will see how this can (and actually already is - more on that later) be applied in EU4.
Back to inflation, our main subject here. I will not bother explaining all the many ways in which inflation as presented in EU4 has nothing to do with the real-world concept of inflation, as real-world arguments are not really useful in abstract representations of various concept in games. What I will focus on is the fact that inflation is a thoroughly useless feature.
What inflation does is punish the player for taking loans or over relaying on gold mines. Both are things that the player shouldn't really be punished for.
First loans - the player is already being punished for taking loans by being forced to pay interest. Punishing him twice serves no purpose beyond causing frustration.
Over relying on gold mines is more of a problem, but it would make much more sense to balance them by decreasing the amount of money they actually generate. As it is the game actively encourages the player to farm gold mining nations, that it either establish vassals on gold provinces and then take money from them via vassal fees or attack gold mining nations for money, although the second method also generates inflation.
Inflation from loans really needs to go. Inflation from goldmines can stay, although it feels arbitrary.
Back to the point. I believe that inflation overall should be used in service of the game's economy, instead of being an abstract representation of a problem that rulers of the era experienced, but did not know how to combat (what is spending paper mana to decrease inflation supposed to represent, anyway? bringing economists from the future via time-travel?).
I propose that inflation should work in the following manner:
There should be no action to decrease inflation.
It should not be possible to have monthly inflation in the negatives. In other words:
There should be no way to decrease inflation.
Where would inflation come from? There should be a base increase of inflation of 0.1 per year.
Inflation should be unavoidable. Inflation should be an elephant that is always charging at you. Inflation should be something that can only, at best be halted, never reversed.
OK, so that's one money sink - inflation. On to the other one.
Have you ever though about how fleets become more expensive over time but armies do not? It's particularly baffling, because armies are the biggest money sink. This is a war game. War is 75% of what you do, with the remaining 25% being making sure that your wars are won before they even begin. And yet, armies can only become cheaper over time. Why? Since your income more-or-less always go up over time, why does army upkeep only go down (or stay in place)?
Army upkeep should increase over time, just like naval upkeep does. This would be a money sink that would be the most obvious one to think up and yet it's still missing. It's time to remedy this situation.
Oh, and one last thing: being at 100% maintenance could give a small tickling army/navy tradition to motivate players to spend even more.
To explain how to use inflation to solve the Smaug problem, let us look at another grand strategy game - Civilization.
In the Civilization games there is a variable in the expenses tab that is called inflation. What it does is simply increase over time. In other words your expenses always increase over time. The unavoidability is the important aspect here. You are always running against the clock.
Another aspect of Civilization games is the fact that unit upkeep cost increases with their number. This solution does not have practical applications in EU4, as it would cause players too much frustration, but it's worth noting that unit upkeep is not static. We will see how this can (and actually already is - more on that later) be applied in EU4.
Back to inflation, our main subject here. I will not bother explaining all the many ways in which inflation as presented in EU4 has nothing to do with the real-world concept of inflation, as real-world arguments are not really useful in abstract representations of various concept in games. What I will focus on is the fact that inflation is a thoroughly useless feature.
What inflation does is punish the player for taking loans or over relaying on gold mines. Both are things that the player shouldn't really be punished for.
First loans - the player is already being punished for taking loans by being forced to pay interest. Punishing him twice serves no purpose beyond causing frustration.
Over relying on gold mines is more of a problem, but it would make much more sense to balance them by decreasing the amount of money they actually generate. As it is the game actively encourages the player to farm gold mining nations, that it either establish vassals on gold provinces and then take money from them via vassal fees or attack gold mining nations for money, although the second method also generates inflation.
Inflation from loans really needs to go. Inflation from goldmines can stay, although it feels arbitrary.
Back to the point. I believe that inflation overall should be used in service of the game's economy, instead of being an abstract representation of a problem that rulers of the era experienced, but did not know how to combat (what is spending paper mana to decrease inflation supposed to represent, anyway? bringing economists from the future via time-travel?).
I propose that inflation should work in the following manner:
There should be no action to decrease inflation.
It should not be possible to have monthly inflation in the negatives. In other words:
There should be no way to decrease inflation.
Where would inflation come from? There should be a base increase of inflation of 0.1 per year.
Inflation should be unavoidable. Inflation should be an elephant that is always charging at you. Inflation should be something that can only, at best be halted, never reversed.
OK, so that's one money sink - inflation. On to the other one.
Have you ever though about how fleets become more expensive over time but armies do not? It's particularly baffling, because armies are the biggest money sink. This is a war game. War is 75% of what you do, with the remaining 25% being making sure that your wars are won before they even begin. And yet, armies can only become cheaper over time. Why? Since your income more-or-less always go up over time, why does army upkeep only go down (or stay in place)?
Army upkeep should increase over time, just like naval upkeep does. This would be a money sink that would be the most obvious one to think up and yet it's still missing. It's time to remedy this situation.
Oh, and one last thing: being at 100% maintenance could give a small tickling army/navy tradition to motivate players to spend even more.
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