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Maybe it doesn't have to go quite as far as what your suggesting but the devs taking another look at how much certain decrees cost in relation to each other would be a good starting point.
It costs 1 budget to arrange the visit (including travel, accommodation and additional expenses for the household), and the "small" investment is also 1 budget, which, based on the discussion, translates to 3 billion Rizian Guilders
ESPECIALLY if you continue to insist that the first play-through be a compulsory "Torpor" play-through.
What it doesn't tell you is, that it also adds a "Higher Welfare Expenditure" debuff, decreasing your income each turn by 2, which almost killed my whole playthrough. Why doesn't it tell me that BEFORE I enact it? How am I supposed to make a good decision here, if I don't get the most obvious and most important information?
Also the whole budget is far too strict anyway. There are so many decrees and you can do pretty much none of them, because you just never have the budget needed for anything but the bare-bones necessities.
No, please don't bring in GDP in here, it will even make sense less.
Just use a fictional currency, like literally give you a budget of 3 billion of rubles or so, and you can borrow more from the banks/central reserves at a cost, etc.
I haven't really noticed the budget thing, but now that you mention it not all if it makes sense. I was able to provide housing for the poor in my entire country for 1 budget, while I spent 3 times setting up a meeting to arbitrate a dispute between 2 other nations. I mean, it ended up getting resolved in a small meeting between 3 people, how many biscuits did they eat?
I completely agree, lack of information and transparency is a really big problem.
Decrees that provide information like - 1 drugs and - 1 tourism are also strange.
Nowhere else do these things have a numerical value, and it's not like it translates 1 to 1 into budgets or anything.
The strangest thing about the budget is energy. In most trades and treaties, we actually give away energy for free. I understand that if we create an embargo, we cannot count on big profits, after all, transport is much more difficult. But total zero is crazy, and to add to that, if we don't manage to hold on, we lose the trade we had from the beginning.
So instead of having a budget of like 5, have it be 50 and now you can have stuff cost 1 or 8 or 10 or 17 or 31 or 48 instead of just 1, 2, 3, 4 and 5.
That way you could even build in changes in prices. So when the energy prices go down, selling energy could go down from like 20 to maybe 15 or something. It would also allow for smaller events that just cost like 1 or 2 to add more flavor without breaking the balance.
I agree, and I tried to get at that with Point 3 of my suggestion in the OP. It could be done without looking at actual currencies (steps 1 and 2) but I still think there needs to be a reality check on some of these expenses, and I'm not sure how the devs are going to accomplish that without looking at real-life costs when they treat renovating a yacht as the same as setting up a domestic tank industry. Of course, that could just be a lack of ideas or optimism on my part, but the costs being as out of whack as they are has me worried that the devs didn't see this problem when they released. If there is another way for them to redo costs and income like you and others have suggested, then that's great, but how they come up with the numbers is important too, even if there's a larger range of numbers.
One other thing generally, it's also not clear why some things cost money and others don't. You can spend tons of money on setting up a meeting in Sordland (which could have been a phone call) but all the meetings with Wehlen, Pales, and most of the other meetings are free? It all seems arbitrary.