Sid Meier's Civilization V

Sid Meier's Civilization V

Economics
214 Comments
Turelisaa 4 May @ 12:21pm 
Doesn't appear in game?
steelpantherx 6 Aug, 2024 @ 1:02pm 
Didnt use this because its got things like 'marxism', which is already included in 'order' ideology. Since order represents communism ideology.
Justin 17 Jun, 2024 @ 11:23am 
could probably use an update but thanks for uploading
Biggus Dickus 9 Apr, 2024 @ 10:23pm 
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 10 Mar, 2024 @ 6:14am 
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 15 Jan, 2024 @ 7:10pm 
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.
yishma'el 27 Dec, 2023 @ 7:48pm 
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 20 Jan, 2023 @ 8:44am 
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 20 Dec, 2022 @ 7:19pm 
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 16 Dec, 2022 @ 5:49pm 
Hi, How does GDP affect revenue? Is there a formula?
framedarchitecture  [author] 29 Nov, 2022 @ 2:57pm 
This mod can affect GPT.
LK ULTRA (루카스 울트라) 28 Nov, 2022 @ 12:33pm 
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 Entropy 18 Sep, 2022 @ 5:40pm 
@carl that's a base game feature called unit supply
Keynes 28 Mar, 2022 @ 6:01pm 
@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 28 Mar, 2022 @ 4:01pm 
Is there an all-around guide for this mod?
Legodudelol9a 28 Mar, 2022 @ 4:01pm 
I'm not getting anything when I hover over the tax types in the adjustment section.
Keynes 28 Mar, 2022 @ 12:41pm 
@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 28 Mar, 2022 @ 11:53am 
Can you please explain to me what the various types of tax effect?
Zensnowfall 25 May, 2021 @ 11:23am 
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 4 Apr, 2021 @ 9:21am 
Is this mod Ever coming to civ 6?
Mr. Nobody 9 Feb, 2021 @ 3:37pm 
And maybe there is a translation of this mod into Russian?
Mr. Nobody 9 Feb, 2021 @ 3:35pm 
@framedarchitecture
Does this mod work correctly with AI?
Krb 21 Jan, 2021 @ 1:44am 
Mods that significantly alter the Top Panel may conflict. How to fix?
framedarchitecture  [author] 8 Jan, 2021 @ 6:32am 
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 8 Jan, 2021 @ 1:08am 
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  [author] 7 Jan, 2021 @ 7:47am 
Unemployment reduces the population that is used to calculate the consumer component of GDP, which affects income tax revenue.
Keynes 7 Jan, 2021 @ 7:16am 
Does unemployment in turn affect anything, like GDP?
framedarchitecture  [author] 7 Jan, 2021 @ 6:29am 
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 3 Jan, 2021 @ 1:31am 
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 2 Jan, 2021 @ 11:50pm 
How will ideology affects the unemployment rate , for example-choosing freedom will have a fluctuating unemployment rate?
Keynes 2 Jan, 2021 @ 9:56pm 
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 2 Jan, 2021 @ 8:34pm 
How does the unemployment rate work,is it based working citizen ?
Keynes 3 Dec, 2020 @ 5:43pm 
Keynesian
Mao Zerrong 3 Dec, 2020 @ 2:17pm 
is this a keynesian or austrian mod?
ExtraChromosome 24 Mar, 2020 @ 8:06am 
This has probably been asked before, but will this come out for civ 6
Halpo 22 Mar, 2020 @ 12:42am 
Is this compatible with the Community Patch?
Vunu 20 Mar, 2020 @ 10:44pm 
i got it to work in multiplayer but it resets my stuff after a resync. any fix?
Keynes 26 Feb, 2020 @ 3:28am 
@AYcorporations Cool, it's a good mod. Adds the much-needed debt dynamic which is helpful for building up the military quickly.
ay360.2 26 Feb, 2020 @ 3:17am 
@Keynes I found it. Thank you. I appreciate it.
ay360.2 26 Feb, 2020 @ 3:10am 
@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 26 Feb, 2020 @ 3:00am 
@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 26 Feb, 2020 @ 2:44am 
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 14 Feb, 2020 @ 11:04am 
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 25 Jan, 2020 @ 1:18am 
@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  [author] 24 Jan, 2020 @ 5:46pm 
@Keynes I have updates for almost all my mods, just haven't uploaded.
Keynes 24 Jan, 2020 @ 1:40am 
This mod hasn't been updated since 2017. It probably won't be in the future. Thankfully it still works.
aaron1luish 24 Jan, 2020 @ 1:31am 
stonks
Keynes 31 Dec, 2019 @ 3:42pm 
Nay!
Shavy 31 Dec, 2019 @ 3:36pm 
Stonks
Shavy 31 Dec, 2019 @ 3:36pm 
Agreed, absolutely need a renaming to Stonks: Economic overhaul.
Type Stonks in chat to use your delegates on this new proposal.