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Inflation breaks multiplayer game, go broke :(

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5 years ago
Nov 16, 2019, 1:02:15 AM
  • Description: Whilst playing a multiplayer game on hard difficulty and endless speed, the inflation level becomes ridiculously high. 
  • Steps to Reproduce: Play multiplayer game and about turn 300 watch as your economy disappears. Humans Keep playing as the same factions, Nahakim and Umbral Choir. 8 Players in total, 2 humans 6 A.I
  • Reproducibility: 5/5
  • Expected Behavior: The computer spends ridiculous amounts of money at the market. Not sure if this is part of the problem. I am aware that the AI gets money for nothing, but it seems that it’s affecting the inflation level for the human players. As it is a multiplayer game the inflation only seems to affect human players. On the save game I have provided; you can build the project that lets you tax the market so you can see what the a.i is buying and selling and it is a lot. Rant, projects are way too overpowered and whoever gets the projects wins.
  • endlessspace.pnginflation.sav
  • Attached are the save game and picture of inflation
  • Thank You for any assistance
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5 years ago
Nov 16, 2019, 11:18:36 AM

Actually if I am not mistaken, selling/buying via market doesn't affect the inflation level, only dust produced per turn does. My problem with inflation is a bit different, you can't control it! Give some levers to all factions, not just Lumeris.. 

Updated 5 years ago.
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5 years ago
Nov 16, 2019, 11:40:00 AM

That dust expenditure tagged as 'Dust Inflation' is actually the amount of 'inflated' fleet upkeep. Military upkeep is under the influence of dust inflation and war status. If you have a lot of ongoing wars, your fleet upkeep will be heavily affected by the inflation.


And the inflation is a function of global dust production. Nothing except for total dust production has impact on dust inflation. So market transactions are actually not related to inflation.

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5 years ago
Nov 16, 2019, 8:59:06 PM

in the picture uploaded, military upkeep is 7000 and dust inflation is 15000. I have provided a save game in the previous post,


Still unsure as to where is the inflation coming from?

if its not from the market, then from where?

lumeris are not on the map


thanks again

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5 years ago
Nov 21, 2019, 8:55:10 PM

Part of the design of inflation is to devalue all dust production, and increase the value of all resources. I don't know why, but the devs have not changed this no matter how often this was pointed out. So at this point, it looks like it's working as designed. 

Updated 5 years ago.
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5 years ago
Nov 22, 2019, 3:01:50 AM

:(


Defeated by inflation

Does anyone have any workarounds, suggestions?


can the remove or reduce inflation idea be implemented (even though that forum is closed)


thanks 

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5 years ago
Nov 22, 2019, 11:08:55 PM

The human-played Umbral Choir in your provided save isn't going broke at all. They're raking in 48k dust per turn from their 30 trading subsidiaries. That might have something to do with the amount of dust inflation.

Updated 5 years ago.
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5 years ago
Nov 23, 2019, 5:36:48 AM

Thats the point, inflation is a broken mechanic.


For example, the human umbral choir player in this instance sat there and just built trade convoys.
Building unlimited trade convoys forced the inflation up.

Trade convoys for other players can't be built in one place and need to be defended and do not make as much money as the umbral choir.


That players inflation is only 4k, so why is his inflation figure less?

So someone starts losing a multiplayer game and starts spamming trade convoys



So please explain how inflation works, not a copy paste of how it is intended to work


Why doesn't the A.I respond to this threat?


we all no why, it is not affected by inflation


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5 years ago
Nov 23, 2019, 6:16:11 AM

First, you need to discern the inflation and inflated fleet upkeep. Dust Inflation is a global variable, though there are few cases that some empires can reduce the inflation only for themselves (ex - Lumeris reduce inflation action, Lumeris trait, one of the science victory techs). So everyone's dust income affects everyone's inflation level.


That dust loss (-XXXX from Dust Inflation) is the amount of fleet upkeep inflated by the inflation and your diplomatic status. Your fleet upkeep will be proportional to the root-squared value of the inflation. Plus to that, depending on the number of your ongoing wars, fleet upkeep can be further inflated up to three times. That's all. There is no more hidden things or special exception. It's just high-difficulty AIs are making dust so well and getting quite a large reduction to upkeep. That's why they can't go bankrupt.


So, there are 3 key points for avoiding bankrupt from inflation.

1) Inflation: Straight forward cause of dust loss but you can't control it. Maybe trying to kill the empire which produces lots of dust might work.

2) Fleet Upkeep: Start a disarmament. Your fleets (especially behemoths) are literally swallowing dust furiously. If you have really small fleet upkeep, upkeep getting inflated wouldn't be a problem.

3) Onoing Wars: Wars are another big contributor to high fleet upkeep. Wars combined with high inflation will jeopardize the financial status and can be fatal at occasions. So avoid waging several wars at once and try to end them fast. 

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5 years ago
Nov 23, 2019, 11:06:22 AM

1. Thanks for explaining, think I understand now.

2. On the save game it can be confirmed that the A.I is not good with money. On the save game provided the trade bureau, shows what the computer is buying and selling and it is ridiculous. Just watch it's spending, just admit it's not affected by inflation already

3. I can't go after that player as the A.I is oblivious and decides to attack me

   You can't scrap the behemoths as you need the bonuses to be competitive,
   Incompotent A.I starts all the wars, so how can you make peace

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5 years ago
Nov 26, 2019, 12:03:41 AM

Quote from forum MODDING > QUESTIONS ABOUT INFLATION

"Actually inflation is being calculated separately at two xml files. One is ClassMarketplace and the other is ClassEmpire.

The formula of inflation is slightly different.

ClassEmpire: Inflation = 1 + (Global Dust Production) × (0.002/(Number of Empires))
ClassMarketplace: Inflation = 1 + (Global Dust Production) × 0.000175

Global Dust Production is total sum of net Dust income of every major empire.


So if you change that 0.000175 factor to zero, inflation at marketplace will become 1."


So, if I modify the xml file on Host and guest PC i'll be able to change the inflation rate on a multiplayer, or are they different rules?


If inflation is really that high, why? (apologies in advance if taken out of context)

Is Inflation affected by game speed?


Important point can I get rid of inflation for a multiplayer game?
I am only interested in playing with friends, so they won't mind if inflation is gone.


p.s if this post is in wrong spot, can it be moved, as it's not a bug report?


Thanks

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5 years ago
Nov 26, 2019, 9:58:21 AM

I'd be careful about editing the files directly, then verifying the integrity of files would overwrite the changed values. You can set it up as a mod and it should work fine, though.

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5 years ago
Nov 26, 2019, 10:21:16 PM
ANGRYABOUTELVES wrote:

The human-played Umbral Choir in your provided save isn't going broke at all. They're raking in 48k dust per turn from their 30 trading subsidiaries. That might have something to do with the amount of dust inflation.

When you hack economy so hard other players go broke

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