Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It would also be a cool flavour thing if sometimes (or even always) the opposition would criticise you for risking the situation cropping up if you're between the "start" and "stop" criteria, but the event hasn't triggered yet. (as situations can be very surprising and feel more unfair because of that until you're familiar with all of them) If you make it random whether the player's warned, you could also make it tank your popularity with groups impacted by the situation for having ignored the warning, and give you a bonus to popularity if you get the problem below the "stop" criteria after being warned/criticised without it ever having triggered. But that might be getting too advanced.
I agree that GDP seems way too "sticky" at 0% and 100% in general, even in many of the good overhaul mods out there. It would probably make for better gameplay to have to sacrifice a lot to get to 100% GDP, but to be able to stick at 50-80% much more easily. (especially given some of the situations that can be caused by high GDP)
Also, while we're on the topic of rapidly changing GDP, I find this to be a common problem throughout the game. In general, too many things that affect the GDP affect it too much, and too quickly. This has especially been the case with Democracy 3: Africa, where I find that the GDP will remain pinned to the bottom of the chart for most of my first term, until I get rid of enough red situations, then it will slam to the top of the graph in a couple years and remain pinned there.
General solution I propose: Reduce the total effects of everything that affects the GDP, and increase the time delays.
As a final note, I find that for money taxed and spent, stimulus spending policies improve the GDP vastly more than taxes hurt the GDP. This doesn't really make sense to me, as if you tax a dollar out of me, then give me a dollar back, I'm not any richer for it. I'm particulary speaking of Income tax, which is often generating more than 50% of my revenue, does very little damage to the GDP when you consider the amount of money it removes from the economy, thereby preventing a lot of middle class investment.
Econ 101: Taxes reduce GDP less than Spending increases GDP. For example, the multiplier for food stamps is 1.5 and for income taxes is -.75. Therefore taxing and spending is sound economics in theory.
https://unlearningeconomics.wordpress.com/2012/06/05/why-tax-increases-can-be-expansionary/
im at this position where the factor of the year is to high to get rid of the water shortage event.
here some screenies of my situation:
http://steamcommunity.com/sharedfiles/filedetails/?id=687636915
http://steamcommunity.com/sharedfiles/filedetails/?id=687636933
http://steamcommunity.com/sharedfiles/filedetails/?id=687636968
http://steamcommunity.com/sharedfiles/filedetails/?id=687636992
http://steamcommunity.com/sharedfiles/filedetails/?id=687637023
http://steamcommunity.com/sharedfiles/filedetails/?id=687637944
It's in Clones and Drones, ya doof. xD
Tax doesn't so much affect GDP as effective income for various groups does, and a lot more goes into that than just tax.
A high progressive income tax is unlikely to tank GDP, (if anything, the direct effect would likely to be a stimulus to the economy, so long as you're putting that money into social services and not paying down debt) but might cause a brain drain if it's not translated into government services that raise effective income for the wealthy sufficiently, as other countries might offer higher effective wages. It would make a lot of sense to actually leave the effect on GDP through taxes purely to the relevant events, Brain Drain and Corporate Exodus, which are already punishing enough.
On that note about the auto sector, the "car usage" condition in game would make more sense to me if it were affected by middle earnings than by GDP. If middle earnings fall, 2 car families become 1 car families, and cars that die get replaced by bicycles and bus passes instead of a new car.
Ooops. I think I may have overworked on the day I checked that and couldn't find it. My mistake :D
Hi, can you email your save game that shows the issue you are experiencing to cliff AT positech dot co dot uk with a link to this thread?
This is very interesting stuff, although of course its also true that wealthy people might buy a second or third car,. and made buy higher-spec luxury cars. The real question is the extent to which modelling individual industries would really increase the fun of the game, versus how much additional complexity it adds. Although it would lead to some interesting decisions, I can also see it scaring off more casual players.