Sid Meier's Civilization V

Sid Meier's Civilization V

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Economics
   
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File Size
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Updated
52.168 KB
27 Jan, 2017 @ 4:09pm
31 May, 2017 @ 1:40pm
4 Change Notes ( view )

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Economics

In 1 collection by framedarchitecture
Components by FramedArchitecture
11 items
Description
Add a new level of government administration and strategy with this economic simulator, which allows you to manage tax rates, issue debt and enact new economic policies.

Enjoy economic prosperity for astute government management; face a new disaster -- the Depression -- if your economy enters a prolonged downturn.

Compatibility
* Vanilla; Gods and Kings; Brave New World
* Mods that significantly alter the Top Panel may conflict.
* DLL Mods may conflict.

Credits
Spanish translation by Park Joo Eun.
Popular Discussions View All (10)
48
8 Oct @ 6:23am
Bug Reports & Suggestions
framedarchitecture
10
27 Aug, 2023 @ 3:29pm
Inescapable Depression Cycle
Wayward Paladin
2
28 Feb, 2020 @ 11:53pm
Steam congress solution to rename the mod to Stonks: Economic Overhaul
Shavy
217 Comments
itsjimmyd 8 Oct @ 6:22am 
Tried using this, and I've tried multiple ways to get it to work - but when entering the eras where I should be able to edit things (tax/policies etc) - they're all locked still - but if I START the game at that era it works...? Anyone know of any fix? I only have the Gaia mod.
Keynes 7 Aug @ 7:54pm 
The debt is repaid in installments (per turn), each installment is listed as "debt service" in the Economics panel. If your gold is lower than the debt service, your debt will only decrease by how much gold you have in your treasury.
If you have 0 gold and your GPT is negative, your debt will not reduce until you have a positive treasury again.
zip53 7 Aug @ 11:43am 
If anyone needs help getting this mod working, feel free to reach out, I may be able to assist.

I absolutely love this mod. Definitely adds a little more depth. I do have a couple questions if anyone would be able to shed some light. During diplomatic relations it doesn't take any of the tax income to account. I expect this is a side effect of adding it mid-save. Can anyone confirm that it reflects accurately with a new game?

Also, how does this mod affect AI behavior? I attempted to switch economic policy to free trade and it seemed to have sparked a war with a civilization or two. I reloaded a save to avoid war. Does high export/import tax tend to add tension and spark wars? I have defensive pacts with most major nations and I'm to a point where 3 countries I have a defensive pact with declare war over the course of 3 turns. All three nations see me as neutral.

Can someone explain the issue debt? I issued debt but can't get the principal down more than a few gold for each turn.
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.
ishma'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.