Sid Meier's Civilization V

Sid Meier's Civilization V

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Economics
   
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File Size
Posted
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)
46
14 Feb, 2024 @ 12:40pm
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
213 Comments
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.
Yorbihtter 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.