Sid Meier's Civilization V

Sid Meier's Civilization V

Economics
217 条留言
itsjimmyd 10 月 8 日 上午 6:22 
Tried using this, and I've tried multiple ways to get it to work - but when entering the eras where I should be able to edit things (tax/policies etc) - they're all locked still - but if I START the game at that era it works...? Anyone know of any fix? I only have the Gaia mod.
Keynes 8 月 7 日 下午 7:54 
The debt is repaid in installments (per turn), each installment is listed as "debt service" in the Economics panel. If your gold is lower than the debt service, your debt will only decrease by how much gold you have in your treasury.
If you have 0 gold and your GPT is negative, your debt will not reduce until you have a positive treasury again.
zip53 8 月 7 日 上午 11:43 
If anyone needs help getting this mod working, feel free to reach out, I may be able to assist.

I absolutely love this mod. Definitely adds a little more depth. I do have a couple questions if anyone would be able to shed some light. During diplomatic relations it doesn't take any of the tax income to account. I expect this is a side effect of adding it mid-save. Can anyone confirm that it reflects accurately with a new game?

Also, how does this mod affect AI behavior? I attempted to switch economic policy to free trade and it seemed to have sparked a war with a civilization or two. I reloaded a save to avoid war. Does high export/import tax tend to add tension and spark wars? I have defensive pacts with most major nations and I'm to a point where 3 countries I have a defensive pact with declare war over the course of 3 turns. All three nations see me as neutral.

Can someone explain the issue debt? I issued debt but can't get the principal down more than a few gold for each turn.
Turelisaa 5 月 4 日 下午 12:21 
Doesn't appear in game?
steelpantherx 2024 年 8 月 6 日 下午 1:02 
Didnt use this because its got things like 'marxism', which is already included in 'order' ideology. Since order represents communism ideology.
Justin 2024 年 6 月 17 日 上午 11:23 
could probably use an update but thanks for uploading
Biggus Dickus 2024 年 4 月 9 日 下午 10:23 
Is there a way to see exactly how each economic system you are using is affecting your economy? Need more transparency in how the mod works.
federico.cariti2002 2024 年 3 月 10 日 上午 6:14 
I don't really understand how the taxes and in general the GDP affect the gold per turn. It seems to me like these are two different aspects, independent one from the other. So the question is: is GDP just another stat to have a different comparison to other civlization that has not influence? The only aspected that seems affected is sometimes culture. I don't really understand what the influence of GDP over the game is (and therefore why I should collect taxes). PLEASE HELP
Kali 2024 年 1 月 15 日 下午 7:10 
Going to leave this here in case anyone else has the same issue but the mod "Danish Runestone" has an issue in the modinfo section that breaks some mods this one included.

<EntryPoints>
<EntryPoint type="InGameUIAddin" file="Unit/DenmarkExplorationUnit.xml">
<Name>Motte and Bailey Script</Name>
<Description>
</Description>
</EntryPoint>
<EntryPoint type="InGameUIAddin" file="Trait/DenmarkExplorationTrait.xml">
<Name>Viking Sagas Script</Name>
<Description>
</Description>
</EntryPoint>
</EntryPoints>

Delete this from it and it will be fine.
ishma'el 2023 年 12 月 27 日 下午 7:48 
Is this mod, by any chance, compatible with Gaia's Core Mod and Sapiens? Has someone tested it?

I absolutely love this mod and it's just a must-have for me in this game, but I also can't make myself play it without all the additions and enhancements from GCM + Sapiens.
iisodreezy 2023 年 1 月 20 日 上午 8:44 
This mod gives me a runtime error for every save. I can have a save that spans 800 tunrs but the moment i leave the game i cant load them anymore. Is there a fix?
barnaandrew 2022 年 12 月 20 日 下午 7:19 
I like this mod however I can't change any of the rates or systems regardless of the time period. How can I change anything?
MattW04 2022 年 12 月 16 日 下午 5:49 
Hi, How does GDP affect revenue? Is there a formula?
framedarchitecture  [作者] 2022 年 11 月 29 日 下午 2:57 
This mod can affect GPT.
AkariS1 (세린) 2022 年 11 月 28 日 下午 12:33 
Just a simple question, I'm sure it has been answered already but does this mod have any real impact on things like GPT, Happiness and relations with other civs?
Eris 2022 年 9 月 18 日 下午 5:40 
@carl that's a base game feature called unit supply
Keynes 2022 年 3 月 28 日 下午 6:01 
@twsworld It's in the revenue screen (the spreadsheet of all your tax revenues, expenses and such). Hover over "income tax", "business tax" etc. and it shows you what goes into those formulas.
Legodudelol9a 2022 年 3 月 28 日 下午 4:01 
Is there an all-around guide for this mod?
Legodudelol9a 2022 年 3 月 28 日 下午 4:01 
I'm not getting anything when I hover over the tax types in the adjustment section.
Keynes 2022 年 3 月 28 日 下午 12:41 
@twsworld They affect their respective GDP components. Taxing trade reduces trade GDP which again reduces tax revenue, for instance. You can also hover above the various icons in-game to see what they mean.
Legodudelol9a 2022 年 3 月 28 日 上午 11:53 
Can you please explain to me what the various types of tax effect?
Zensnowfall 2021 年 5 月 25 日 上午 11:23 
Hey! Love this mod, but I have a stupid question: why is Lazzies-Faire broken? I mean, once you get to workshops and do internal trade, the economy booms! But if you switch to external trade networks, not only does it then crash, it can trigger an economic death-spiral. As it stands, even if you have absoultely no trading posts, Mercantilism or Guilds (or even Standard Coins) is a far superior pick and just ride it through until Kenysianism or later comes online.
Ligma Patient Zero 2021 年 4 月 4 日 上午 9:21 
Is this mod Ever coming to civ 6?
Mr. Nobody 2021 年 2 月 9 日 下午 3:37 
And maybe there is a translation of this mod into Russian?
Mr. Nobody 2021 年 2 月 9 日 下午 3:35 
@framedarchitecture
Does this mod work correctly with AI?
Krb 2021 年 1 月 21 日 上午 1:44 
Mods that significantly alter the Top Panel may conflict. How to fix?
framedarchitecture  [作者] 2021 年 1 月 8 日 上午 6:32 
The market rate changes randomly within a set range each turn (bear to bull), unless you've selected the Banking Reform Policy, in which case you get a permanent bull market. Markets only come into play during the Renaissance era.

Investment GDP increases whenever you finish building or purchase non-combat units, buildings or improvements. It also increases by the amount of production each turn that a city puts into building non-combat units or buildings.

Production trade routes and all buildings with a gold yield modifier (e.g. markets, banks, stock exchanges) also increase Investment GDP.

Market rate directly modifies the final Investment GDP total. A high business tax rate inversely affects Investment GDP.
ttyen_86 2021 年 1 月 8 日 上午 1:08 
Is the market growth random or is actually based on something?It changes every time when i click change the tax rate button, even though i just move the cursor and the tax rate remain unchanged, and what does investment GDP based on ?
framedarchitecture  [作者] 2021 年 1 月 7 日 上午 7:47 
Unemployment reduces the population that is used to calculate the consumer component of GDP, which affects income tax revenue.
Keynes 2021 年 1 月 7 日 上午 7:16 
Does unemployment in turn affect anything, like GDP?
framedarchitecture  [作者] 2021 年 1 月 7 日 上午 6:29 
Base unemployment is 10%. Freedom increases it by 5%. Order reduces it by 3%, Autocracy by 1%. Recessions increase unemployment by 10%. Each war reduces unemployment by 1%. Negative growth increases unemployment, and vice versa. Unemployment can never exceed 66% nor fall below 2%.
Keynes 2021 年 1 月 3 日 上午 1:31 
Not sure. I'd assume order would lower unemployment, I don't know what the others might do. Framedarchitecture would have the correct answer.
ttyen_86 2021 年 1 月 2 日 下午 11:50 
How will ideology affects the unemployment rate , for example-choosing freedom will have a fluctuating unemployment rate?
Keynes 2021 年 1 月 2 日 下午 9:56 
Check the economic report page. You can hover over various metrics, and see their definitions. Under unemployment, is says: "Current unemployment rate; varies with chosen ideology and inversely with growth rate".
ttyen_86 2021 年 1 月 2 日 下午 8:34 
How does the unemployment rate work,is it based working citizen ?
Keynes 2020 年 12 月 3 日 下午 5:43 
Keynesian
Mao Zerrong 2020 年 12 月 3 日 下午 2:17 
is this a keynesian or austrian mod?
ExtraChromosome 2020 年 3 月 24 日 上午 8:06 
This has probably been asked before, but will this come out for civ 6
Halpo 2020 年 3 月 22 日 上午 12:42 
Is this compatible with the Community Patch?
Vunu 2020 年 3 月 20 日 下午 10:44 
i got it to work in multiplayer but it resets my stuff after a resync. any fix?
Keynes 2020 年 2 月 26 日 上午 3:28 
@AYcorporations Cool, it's a good mod. Adds the much-needed debt dynamic which is helpful for building up the military quickly.
ay360.2 2020 年 2 月 26 日 上午 3:17 
@Keynes I found it. Thank you. I appreciate it.
ay360.2 2020 年 2 月 26 日 上午 3:10 
@keynes thanks for replying. I have no other mods subscribed. Just this. After I enable it, and I start a game I should be able to see an icon or something in the game?
Keynes 2020 年 2 月 26 日 上午 3:00 
@AYcorporations It's in the dropdown menu "Additional information" in the top right. Additionally you can press the chart with the green text notifying your economic situation. It's on the resource bar. If you don't see it, you might have a mod conflict. This mod doesn't seem to be compatible with many others.
ay360.2 2020 年 2 月 26 日 上午 2:44 
So thats it? We are just supposed to know where the button is to bring up the world economy table? you just post pictures and do not tell us where we access this? I have the mod enabled but I do not see not additional buttons or anything different. Where is the mod actually located within the game? Might want to show that/.
Corvo 2020 年 2 月 14 日 上午 11:04 
i guess this don't work, or i don't understand how works. I use Vox Populi mods and when change the policies to "War Economy" where say that reduces 85% from expenses with military, but actualy don't reduce the maintence. So like you say that may conflitc with DLL mods I started a new game without Vox Populi or any other mod with have DLL and tried the same "War Economy", but whithout sucess. The maintence per turn of units stay the same. I tried others policies like Kenn... (something like this) wich increase the amount spents with buildings, but without sucess too. So this don't works or is not like i'm thinking?
Keynes 2020 年 1 月 25 日 上午 1:18 
@framedarchitecture Oh cool. Well, the mod still works great so I'm not complaining. Debt really is a mechanism that should be added to the vanilla game imo.
framedarchitecture  [作者] 2020 年 1 月 24 日 下午 5:46 
@Keynes I have updates for almost all my mods, just haven't uploaded.
Keynes 2020 年 1 月 24 日 上午 1:40 
This mod hasn't been updated since 2017. It probably won't be in the future. Thankfully it still works.
aaron1luish 2020 年 1 月 24 日 上午 1:31 
stonks