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Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date #8627
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As the references @2TallTyler mention, this has been talked about in length, and you can read up on them in the mentioned places. First off, currently the consensus is that inflation is broken; as such, the default in 1.11 changed that inflation is off by default. Enabling it means you are venturing into games with some weird behaviours. This is well known, and not likely to be fixed. Our advise: disable inflation. In general, inflation was always meant to run between 1920 till 2090. Prior to 1.11, it used what-ever start year you had to start inflation, which resulted in horribly broken games if you started early, especially with NewGRFs loaded. This change is an attempt to remedy that a bit, while still make it possible to play games that start later too. However, if you start a game late, so after 2050 or so, you will have to adjust the loan you start out with. The game does not do this for you. So in conclusion, the problem you describe is "working as intended". From your perspective it might be a regression against 1.10, but for many other people this is a fix for their way of playing. |
I'm going to reopen this one, because the argument is wrong. In Transport Tycoon Deluxe, inflation begins counting in the game start year. Prices are at the base in 1950 (which is always the game start year in the unpatched game), there is no inflation applied from 1920-1950 unless you use a patched game. This means the game balance has changed (increased difficulty) even for the default world generation, when inflation is enabled. Additionally, as reported on TT-Forums, if a game was started before 1920, it has already received inflation between the original start year and 1920, but this inflation will continue increasing until 2090 regardless of when the older inflation calculation would have stopped applying more. For example, a game started in 1850, saved in year 1950 in version 1.10.x, and then loaded in 1.11, will receive 240 years of inflation in total by 2090, instead of 170 years of inflation max by 2020. |
Honestly, just removing inflation entirely is looking more and more tempting. At least it's disabled by default now (#8463) There's no good solution here - it's basically impossible to "fix" old savegames to reverse existing inflation, and reapply the new method |
This is an issue that could be fixed
The setting is not game-specific, so it can't have inflation pre-applied in the settings window to make it clearer. Perhaps it could be reworded to say "pre-inflation" somewhere in the text? Alternatively, rework it entirely to be a percentage of starting money (200%, 300%, etc) |
If compatibility with old saves which made different assumptions is an issue, you could use the old mechanism for old saves, and the new mechanism for new saves. |
Of course it is possible. :) A partial loan can always be 1/50 of the maximum. There are other possibilities as well. I will not elaborate on the topic because this is not a talk about it - just look at the bottom left corner of this graphic. ;)
Of course it is, and it is not one thing. :) I will mention a few:
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Variable inflation is actually a very interesting idea — such a negative feedback loop could make money relevant again in the mid- and late-game, which I guess was the original idea of inflation. This would, however, take a lot more time to develop, test, and balance than we have time for before 1.11 releases in a couple weeks. Maybe something to consider for 1.12? |
@LC-Zorg For (3), if the implementation also allowed Game Scripts to control the inflation cost factor, then that would allow Game Scripts to (also) solve (1), (2), and (4). |
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Version of OpenTTD
1.11.0-beta1
Expected result
The initial prices and cost level is 100% regardless of the start date of the game.
Actual result
Inflation has been counted since 1924 and doesn't work before.

When starting the game later, prices and costs take into account the inflation that has been in effect since 1924, which can be very high and in practice prevent the game.
The loan level is also irrelevant to the game settings.
Comment
The problem concerns especially games that start later - this change can significantly spoil the balance of the game, making it impossible to play. An extreme example is Wasteland, where the game starts in 2077, when inflation is already at a very advanced, near-final level.
A significant problem will be adjusting costs in such games, where each different starting year means a different balance.
Another problem is taking a loan - the standard value of £ 10,000 is not subject to inflation, which makes borrowing / repaying amounts other than the maximum cumbersome.
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