prolly ur inflation is too high.
Inflation is way over represented in this game
Search found 388 matches
- Feb 20 2009
- Forum: Production & Economy - 2020
- Topic: How is the economic score arrived at?
- Replies: 13
- Views: 5807
- Feb 20 2009
- Forum: Development - 2020
- Topic: Limiting the game's area?
- Replies: 1
- Views: 1207
Re: Limiting the game's area?
just make them part of UN territory. Problem solved 

- Feb 17 2009
- Forum: Military - 2020
- Topic: Elite Soldiers Airborne Attack!
- Replies: 21
- Views: 4500
Re: Elite Soldiers Airborne Attack!
I'm curious as to this aswell.
Is a higher initiative better and if so by how much?
for example garrisons have an initiative of 2, while marines have 4 or so (might be wrong). Does this mean they shoot 2x as fast?
Is a higher initiative better and if so by how much?
for example garrisons have an initiative of 2, while marines have 4 or so (might be wrong). Does this mean they shoot 2x as fast?

- Feb 13 2009
- Forum: Scenarios, Mods and More - 2020
- Topic: Ruges GC Mod (5.08(11-2-13))
- Replies: 1103
- Views: 261917
Re: Ruges GC Mod
The governemnt food thing. When I first did that techline, I ment for the Restricted tech to cancel the tech of the Aid, So it would give players the ability to cancel the added costs to food from the aid. However after I had played the mod myself I too realized that the Aid preteq on the Restricte...
- Feb 12 2009
- Forum: Support & Issues - 2020
- Topic: Destroyed Ocean facilities
- Replies: 3
- Views: 1264
Re: Destroyed Ocean facilities
but how about the editor?
will it be released to the public?
will it be released to the public?
- Feb 11 2009
- Forum: Support & Issues - 2020
- Topic: Destroyed Ocean facilities
- Replies: 3
- Views: 1264
Destroyed Ocean facilities
There are those rare ocean complexes with single hexes that have those nice oil riggs on them, you can only conquer them and thanks to their ocean complex they'll supply the hex. However if you manage to destroy the complex there is no way to rebuild it since no supply can be traced to that source. ...
- Feb 10 2009
- Forum: Production & Economy - 2020
- Topic: Domestic prices affect inflation?? if so, how??
- Replies: 3
- Views: 2964
Re: Domestic prices affect inflation?? if so, how??
Price does NOT effect inflation. Price only effects inflation, if you have production set to demand. When that is the case, ur demand will drop because of the higher price. With less production, you have less of an expense (or income, because in economy, expense = income) and thus less economic grow...
- Feb 08 2009
- Forum: Scenarios, Mods and More - 2020
- Topic: Editing saved games?
- Replies: 13
- Views: 2912
Re: Editing saved games?
It's in the CVP file for turkey of the appropiate map. (it's located in the ''maps'' folder, look for the correctly named file) it's #609 for globalcrisis.cvp line's RacePrimary 3 RaceSecondary 4 at the very end of the file for turkey where, 0 = West European 1 = Asiatic 2 = African 3 = Eastern euro...
- Feb 07 2009
- Forum: Production & Economy - 2020
- Topic: Production of Electricity
- Replies: 73
- Views: 45732
Re: Production of Electricity
Labour costs are ''added value'' added value can be found default.WMDATA in your maps folder. it says something like, &&WMPRODDATA,2,// Timber,,,,,,,,,(product name) wmbasecost,75,,,,,,,,,, (<--- ADDED VALUE) wmfullcost,75,,,,,,,,,, (no purpose) wmnodeproduction,3500000,,,,,,,,,,(production multipli...
- Feb 07 2009
- Forum: Development - 2020
- Topic: Some things for the next update
- Replies: 15
- Views: 3911
Re: Some things for the next update
I'd like to propose less civilian casualties during artillery bombardment (like up to 10x times less civilian casualties). So atleast I can bombard garrisons out of their fixed positions. And 2nd, that I'm not left up with a dead dusty city after only a couple of weeks of bombardment. 8) And third, ...
- Feb 05 2009
- Forum: Military - 2020
- Topic: Increasing military staff
- Replies: 15
- Views: 4387
Re: Increasing military staff
I remember a while ago somebody used a trick. I think you have to max out your military staff and make sure there are NO reserves left, then ur reserve pool will grow much quicker per day. Then dissolve the recruited garrisons and wholla, you have a larger reserve pool, or continue creating garrison...
- Feb 05 2009
- Forum: General Discussion - 2020
- Topic: Feeling bad
- Replies: 4
- Views: 1780
Re: Feeling bad
Bah! just shell the crap out of the cities and minimize the survivors. less survivors = less future potential rebels... in war no-one is innocent anymore! :evil: But seriously now. can't missiles be used to pinpoint military units and almost completely avoid civ casualties? or try to use your artil...
- Feb 04 2009
- Forum: General Discussion - 2020
- Topic: Feeling bad
- Replies: 4
- Views: 1780
Feeling bad
Hey, I've been fighting the good cause for greece in the macedonian scenario but...I feel bad. Specialy when I am faced with garrisons and I don't feel like using cheap tactics like berrets being dropped in. I like old classic war methods. I tend to wipe out their armed forces and am left with frigi...
- Feb 01 2009
- Forum: Scenarios, Mods and More - 2020
- Topic: destroy roads and rails
- Replies: 6
- Views: 1874
Re: destroy roads and rails
I would like to add to that, atleast a scrapping button would be nice, I like to create smooth highways and railroads, sometimes that needs a lil scrappin here and thereEl Lute wrote:Damn!. Please... you might think about add an option to destroy roads and rails in next update of GC. Thanks.

- Feb 01 2009
- Forum: Scenarios, Mods and More - 2020
- Topic: Ruges GC Mod (5.08(11-2-13))
- Replies: 1103
- Views: 261917
Re: Ruges GC Mod
Uhmmm more likely that it pulls it out of the grouped list.Balthagor wrote:prereqs of techs or units they've been given are automatically pulled in.
All the individual states have techs too, they are added to the US region when it's created.