For a while, I have been looking at the EU inflation model and some stuff is not very accurate or rational.
The governers thing is kind of cool (for each one you build, inflation goes down 1% one time only). But if all your provinces have governors, you can no longer curb inflation. And once you run out of techs, you can no longer curb inflation without constantly going to war or deliberately bankrupting yourself. If your inflation is very high and you go bankrupt, it goes down by 50% or so, but never seems to go below that. This is either a bug or a 'feature', but can be used to cheat the system a little bit.
To do anything to run a country, you end up creating inflation in the game. No country can live on the meager direct taxes. Trade, and later production makes up most income of nations, but it is recieved in monthly money. Also, to get it, you need merchants, which usually come out of monthly income causing inflation. Same thing for mayors, governors, etc.
How does running your country normally make inflation in real life? Why does inflation not recede on its own? This is very unrealistic. Inflation comes from excess money demand (usually; stagflation is one exception), not from any miniscule amount of money not being spend on research and stability. What is so different about spending money on research and spending money on infrastructure/merchants? Both contribute to the economy. Neither should cause inflation.
As for solutions (ones which do not require a total overwork of the model). I suggest adding the option of building governors repeatedly in a province (at an increased cost for each succesive one built). This would be a little better and allow countries to not spiral out of inflation for ever after a certain time.
Another suggestion is to make inflation DECREASE if you set your treasury-to-cash slider between, say, zero and 5%, to STAY THE SAME if you set it between 5 and 33%, and INCREASE if you set it above 33%. That is more realistic, since it allows a country to maintain a moderate level of spending without inflationary effects (support a small army, make merchants, build a few bailiffs). Also, you would get a chance to reduce inflation by fiscal discipline (not spending much at all by the government). To counterbalance this, you could increase the inflation from overspending (say, making the maximum level of spending cause a 5% or 10% increase in inflation).
Finally there is something wrong with calling what is in the game 'inflation', since ,in EU, if inflation is 50%, everything costs 50% more, but you still make the same amount of money. That is just not a real world phenomenon. When prices rise, people change their conception of money and adjust their prices of wages and stuff. Your real income does not decrease forever because your nominal costs increase constantly. Just because a country's price level rises by 10% each year does not mean that the country is able to buy 10% fewer soldiers, fortresses, merchants from then on. The debilitating effects of inflation should be modelled in a less abstract way in the game, and they should definately not be as permanent as they are now.
Please Paradox and guys on the forum, tell me what you think about this matter.
The governers thing is kind of cool (for each one you build, inflation goes down 1% one time only). But if all your provinces have governors, you can no longer curb inflation. And once you run out of techs, you can no longer curb inflation without constantly going to war or deliberately bankrupting yourself. If your inflation is very high and you go bankrupt, it goes down by 50% or so, but never seems to go below that. This is either a bug or a 'feature', but can be used to cheat the system a little bit.
To do anything to run a country, you end up creating inflation in the game. No country can live on the meager direct taxes. Trade, and later production makes up most income of nations, but it is recieved in monthly money. Also, to get it, you need merchants, which usually come out of monthly income causing inflation. Same thing for mayors, governors, etc.
How does running your country normally make inflation in real life? Why does inflation not recede on its own? This is very unrealistic. Inflation comes from excess money demand (usually; stagflation is one exception), not from any miniscule amount of money not being spend on research and stability. What is so different about spending money on research and spending money on infrastructure/merchants? Both contribute to the economy. Neither should cause inflation.
As for solutions (ones which do not require a total overwork of the model). I suggest adding the option of building governors repeatedly in a province (at an increased cost for each succesive one built). This would be a little better and allow countries to not spiral out of inflation for ever after a certain time.
Another suggestion is to make inflation DECREASE if you set your treasury-to-cash slider between, say, zero and 5%, to STAY THE SAME if you set it between 5 and 33%, and INCREASE if you set it above 33%. That is more realistic, since it allows a country to maintain a moderate level of spending without inflationary effects (support a small army, make merchants, build a few bailiffs). Also, you would get a chance to reduce inflation by fiscal discipline (not spending much at all by the government). To counterbalance this, you could increase the inflation from overspending (say, making the maximum level of spending cause a 5% or 10% increase in inflation).
Finally there is something wrong with calling what is in the game 'inflation', since ,in EU, if inflation is 50%, everything costs 50% more, but you still make the same amount of money. That is just not a real world phenomenon. When prices rise, people change their conception of money and adjust their prices of wages and stuff. Your real income does not decrease forever because your nominal costs increase constantly. Just because a country's price level rises by 10% each year does not mean that the country is able to buy 10% fewer soldiers, fortresses, merchants from then on. The debilitating effects of inflation should be modelled in a less abstract way in the game, and they should definately not be as permanent as they are now.
Please Paradox and guys on the forum, tell me what you think about this matter.