In-game currency

Now we have billions of credits. Should that be so? If One Credit is roughly one dollar, then in my humble (and worthless opinion) it should not be so. Pay one BILLION ( 1 000 000 000 ) credits (dollars) for maintenance of a factory every seven days (unless weeks aren't weeks anymore). Also paying some 574 Billion Credits for a small ship would seem unwise since the maximum value of Microsoft at it's peak was roughly like this. I certainly don't get it.

Comments?
22,523 views 20 replies
Reply #1 Top
If One Credit is roughly one dollar


What makes you think that?
Reply #2 Top
Nothing does. Just assuming it's not one cent, or worse, one euro.
Reply #3 Top
Inflation?

Go back to the beginning of the last century and compare prices with today. And those are the same currency as today (except Europe, naturally).
Reply #4 Top
comparing a tile with "a factory" does not seem wise
Reply #5 Top
comparing a tile with "a factory" does not seem wise


Given the size of tiles, a "factory" would take up most of the western US. So a billion dollars a week is rather low.

As for a ship, think of this: in terms of crew and physical size, the space shuttle would be a small hull, and it can't even get out of orbit. How many more billions of dollars would you need to spend to get one that can fly between star systems, be able to support a crew for more than a couple weeks, and be able to take a weapon hit?
Reply #6 Top
I never considered the prominent numbers in the game as being, or needing to be, realistic.

Take the calender as a different example. The longest a massive game lasts for many players is 300-500 turns, or six to ten years on the game calendar. I've had empire-wide populations over two trillion by that time. My math skills aren't up to quickly figuring out what kind of birth rate that would entail, but I'm pretty sure is isn't "realistic," at least if you're playing as Terrans.
Reply #7 Top
My math skills aren't up to quickly figuring out what kind of birth rate that would entail, but I'm pretty sure is isn't "realistic," at least if you're playing as Terrans.


Aye, you'd need one heck of a birth->reproductive age in order to make this all realistic. In terms for Terrans, you'd still have the initial number of people in adults, the rest still wouldn't be able to reproduce.

Anyway, who says it's based on the USD? Perhaps we're talking Pesos....
Reply #8 Top
I never considered the prominent numbers in the game as being, or needing to be, realistic.

Absolutely. All numbers in the game be it income, building costs, research costs, ship costs, everything are merely arbitrary values that have been "tweaked" over time into a working relationship to each other that basically makes sense.

There's no relationship between anything in the game and real life, nor does there need to be. It probably would make more sense if everything was in terms of some abstract "unit" like income unit or production unit, etc. Why they chose the units of income to be billions of credits is most likely because that's a reasonable range for a plantery economy just like initial planet populations in the range of the 6B we have on this particular planet.

As far as then how a single "building" like a manufacturing center requires 3 bc of maintenance that's just the value that makes it work in context of the game. If it bothers you to think that the maintenance of a single building is so high then consider it like Willy said as a manufacturing complex covering a significant percentage of a planet.

Any game is going to have "holes" in it's logic that requires the player to have a minimal ability to suspend disbelief. It is just a game after all. :)
Reply #9 Top
Well I've been paying for gas in BC for months now. And my health insurance costs seem to be measured in BC.

As for the population increases (and decreases), the explanation has been that those are the numbers of people who are actively part of your planet's society. So when morale goes up more people come out of the caves and join you. Then again, I've never tried using aphrodisiacs while in a fertility clinic before.

Wait, OMG does this forum have an active spell checker now?? Niiiice :)
Reply #10 Top
OMG does this forum have an active spell checker now


Nope. You switched browsers, installed an add-on, or finally noticed something (maybe because you make few typos).
Reply #11 Top

Yea i just switched to Firefox so i can see medals (never new that's why they were gone). SO that must be it.
Reply #12 Top
One cool thing that could happen is to have each nation have different currency whose value corolates with their ranking among their neighbors.

PS. When someone asked about a credit being about the value of a USD and how things wouldn't cost that much, let me reming you that the year is 2227, so who knows what the USD is worth? In just over 200 years tghe USD has lost most of its value (yes I listen to grownups when they tals about buying french fries for a quarter).
Reply #13 Top
Hmm i think Earth doesn't have different currencies anymore in 2227... as Earth has united etc. In game that is.
So comparing credits to dollars, euros, etc. seems a bit pointless. And the prices aren't realistic anywya.
Reply #14 Top
In the tv series babylon 5, one race was limited in buying weapons from another, because the value of is currency dropped as a result of the war (the were losing). It is nice when tv gets economics right.
Reply #15 Top
One cool thing that could happen is to have each nation have different currency whose value corolates with their ranking among their neighbors


I'm hoping that in GC3, currency will be a secondary aspect of the core economy model and not all civs will even bother with it. Why would the Yor or Thalans care about money? We need an underlying barter layer based on commodities and an overall economic system that can adequately represent a deeply xenophobic and/or fully collectivist culture.

Having a group of civs like Terrans, Altarians, and Korx who are deeply dependent on currency-based trade vs. a group of currency scoffers could make a very interesting game.
Reply #16 Top
Well I've been paying for gas in BC for months now. And my health insurance costs seem to be measured in BC.


Worrying...
But It wouldn't be beyond belief the way the world in general is going.
Reply #17 Top
Why would the Yor or Thalans care about money?


If you read some of the tech backstory you would know why Thalans require money.
For black market to buy primite fusion reactors they can't make and weren't avialable in their reality as well as several other key low techs tools.
Reply #18 Top
My math skills aren't up to quickly figuring out what kind of birth rate that would entail, but I'm pretty sure is isn't "realistic," at least if you're playing as Terrans.


As for the population increases (and decreases), the explanation has been that those are the numbers of people who are actively part of your planet's society. So when morale goes up more people come out of the caves and join you. Then again, I've never tried using aphrodisiacs while in a fertility clinic before.


Yeah, CaptainYar is right. It says in the manual that population is really societal participation. Also, I imagine that immigration plays a large role in pop growth, since individual aliens probably join other civilizations all the time. That would explain why growth suddenly drops when approval reaches 50%. Nobody wants to join.

As for the bc, its probably the future incarnation of something like the Yen, where everything costs in the thousands and the poorest citizen has a couple million.
Reply #19 Top
Why does one credit need to be equal to some round amount of modern currency? Why can't it be, say, 84.75482 cent?
Reply #20 Top
If you read some of the tech backstory you would know why Thalans require money.
For black market to buy primite fusion reactors they can't make and weren't avialable in their reality as well as several other key low techs tools.


First, I should say that my rhetorical question was made with full acceptance of the fact that this game has evolved from a Terran-centered to multi-species play perspective and the narrative layer is far behind the functional ones. The main reason I didn't play GC1 very long was that I found being limited to the Terran perspective, well, too limiting.

Now back to the immediate recreational argument: Just because the Thalans "needed" that tech (which I have not needed in my several Thalan TA games) does not mean they'd require *money* to get it from another civ. With tech trading on, there is a limited barter option. If we're lucky enough to see GC3 include a meaningful commodity layer as the foundation of the economic model, then the Thalans would have even more ways to get what they need without the distractions of a primitive concept such as money.

p.s. I'm re-reading Iain M. Banks' Look to Windward just now, so I'm all re-fired up about the notion that Marx and Engels' "crisis of overproduction" could eventually lead to the end of what Banks' Culture people call "the Age of Scarcity."