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* The biggest example of this is probably Transport Tycoon. The game simulates inflation by making everything more expensive the longer time goes on. The only problem with this is that if you just keep playing, a regular bus will eventually cost more than the GNP of any (or with enough time played EVERY) country on Earth. This especially causes trouble for the AI as they might, in extreme cases, found a company so late in the game that the starting funds are not enough to buy a single vehicle and they are forced into bankruptcy right after building their headquarters!

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* The biggest example of this is probably Transport Tycoon.''TransportTycoon''. The game simulates inflation by making everything more expensive the longer time goes on. The only problem with this is that if you just keep playing, a regular bus will eventually cost more than the GNP of any (or with enough time played EVERY) country on Earth. This especially causes trouble for the AI as they might, in extreme cases, found a company so late in the game that the starting funds are not enough to buy a single vehicle and they are forced into bankruptcy right after building their headquarters!
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* ''{{Civilization}}'' has an odd variant of this trope. The 'prices' of buildings and units, in the form of hammers (required production to build it), stays constant, no matter which era you're in. Thus, erecting a building in a newly built town will take exactly the same number of turns in the stone age as it will in the modern era, after building cranes, construction equipment and unionised labour has been invented. At the same time, new buildings and units you unlock with better technology are prohibitively more expensive in terms of hammer cost, leading to odd situations where building a TV station (which is unlocked in the modern era) takes over eight times as long as a library, and training a unit of riflemen takes four times as long as training a unit of archers.

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* ''{{Civilization}}'' has an odd variant of this trope. The 'prices' of buildings and units, in the form of hammers (required production to build it), stays constant, no matter which era you're in. Thus, erecting a building in a newly built town will take exactly the same number of turns in the stone age as it will in the modern era, after building cranes, construction equipment and unionised labour has been invented. At the same time, new buildings and units you unlock with better technology are prohibitively more expensive in terms of hammer cost, leading to odd situations where building a TV station (which is unlocked in the modern era) takes over eight times as long as a library, library (unlocked upon learning how to read), and training a unit of riflemen takes four times as long as training a unit of archers.
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* ''{{Civilization}}'' has an odd variant of this trope. The 'prices' of buildings and units, in the form of hammers (required production to build it), stays constant, no matter which era you're in. Thus, erecting a building in a newly built town will take exactly the same number of turns in the stone age as it will in the modern era, after building cranes, construction equipment and unionised labour has been invented. At the same time, new buildings and units you unlock with better technology are prohibitively more expensive in terms of hammer cost, leading to odd situations where building a TV station (which is unlocked in the modern era) takes over eight times as long as a library, and training a unit of riflemen takes four times as long as training a unit of archers.
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*** The system can become hilariousy broken the moment the player realizes that he can make potions that boost Intelligence, which can be used to brew better potions, which sell for more money...
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-> ''[[Game/SamAndMaxFreelancePolice Sam & Max]]: Bright Side Of the Moon''

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-> ''[[Game/SamAndMaxFreelancePolice '''''[[Game/SamAndMaxFreelancePolice Sam & Max]]: Bright Side Of the Moon''
Moon'''''
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-> '''Sam''': Knowing you, Bosco, I'm sure it's quite reasonable, but how much for this "earthquake maker"? \\
'''Bosco''': A hundred trillion dollars. \\
'''Max''': A hundred trillion! You're crazy, foo'! \\
'''Bosco''': Look, man, all I know is, I keep making up the most ridiculous price I can think of, ''and you keep paying it''! So I ask you: who's the foo'?
-> ''[[Game/SamAndMaxFreelancePolice Sam & Max]]: Bright Side Of the Moon''
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** Civilian items also suffer from this; since they're basically useless, there's far less Civilian items than anything else. It's common to see a normal frigate-grade Afterburner selling for 15,000 ISK, and a Civilian Afterburner selling for ''300,000''. Somebody actually made a Brutix (Gallente Battlecruiser) that was fitted with nothing but Civilian modules. It was named [[CrowningMomentofFunny "Civil Minded".]]
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*** Okaayy. Thanks for the info creepy-survivalist-hole-punching-limb-penetrating troper.
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http://static.tvtropes.org/pmwiki/pub/images/AdamSmithEarthbound_9021.png

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[[{{Earthbound}} http://static.tvtropes.org/pmwiki/pub/images/AdamSmithEarthbound_9021.pngpng]]
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Named after [[http://en.wikipedia.org/wiki/Adam_Smith Adam Smith himself]], (the one from the 18th Century, ''not'' George Goodman, the current-day writer on finance who uses this pen name) who is usually considered to be the father of modern economics. Common in games that manage to avert WithThisHerring. See also CommandAndConquerEconomy. A hero with a HundredPercentHeroismRating might be able to get a discount, though.

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Named after [[http://en.wikipedia.org/wiki/Adam_Smith Adam Smith himself]], (the one from the 18th Century, ''not'' George Goodman, the current-day writer on finance who uses this pen name) who is usually considered to be the father of modern [[strike:modern]] economics. Common in games that manage to avert WithThisHerring. See also CommandAndConquerEconomy. A hero with a HundredPercentHeroismRating might be able to get a discount, though.
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* In ''CastlevaniaPortraitOfRuin'', Virgil the monk refuses to lower the prices of his wares, ''even after you save his life by curing him of vampirism''.
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* In ''OregonTrail II'', supplies get more expensive the farther out on the trail you go. This is probably {{justified|trope}}, though.

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* In ''OregonTrail II'', supplies get more expensive the farther out on the trail you go. This is probably {{justified|trope}}, though.since the prices would include the additional costs involved in transporting them to a remote outpost.
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** Temples are, at least until you get the Resurrection Psynergy, the only way beside certain (and sparse) items to revive fallen party members.And they charge a price that scales with level.Luckily, the main heroes of the two games (the only ones that are automatically revived in a TotalPartyKill) learn it fairly easily...
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http://static.tvtropes.org/pmwiki/pub/images/AdamSmithEarthbound_9021.png
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Named from [[http://en.wikipedia.org/wiki/Adam_Smith Adam Smith himself]], (the one from the 18th Century, ''not'' George Goodman, the current-day writer on finance who uses this pen name) who is usually considered to be the father of modern economics. Common in games that manage to avert WithThisHerring. See also CommandAndConquerEconomy. A hero with a HundredPercentHeroismRating might be able to get a discount, though.

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Named from after [[http://en.wikipedia.org/wiki/Adam_Smith Adam Smith himself]], (the one from the 18th Century, ''not'' George Goodman, the current-day writer on finance who uses this pen name) who is usually considered to be the father of modern economics. Common in games that manage to avert WithThisHerring. See also CommandAndConquerEconomy. A hero with a HundredPercentHeroismRating might be able to get a discount, though.
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** More specifically, a shopkeeper will sell items they have a lot of for cheaper than items they only have a few of. Similarly, they will spend more to buy items they don't have than they will for items they have a surplus of. This opened the door to a cheat where you could essentially sell him 99 of an item time he didn't have (which he would pay handsomely for), then buy all 99 of those items back (which he will sell to you very cheaply), and turn a profit. Doing this repeatedly with high-price items (like engagement rings or precious gems) effectively becomes an infinite gold supply.

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** 5.57 ammo being the standard of trade is particularly amusing to anyone that has seen ballistic tests of this particular ammunition. It's great for getting past lighter body armor if you can maintain fire, but being a small shot with a fine point and thus the majority of it's advantage penetration + quantity of fire, most actual survivalists consider it a "maiming" round because due to high velocity for it's mass, it punches a small and predictable hole in unprotected(meaning, not armored) flesh, thus increasing disablement of hostile force while simultaneously decreasing deaths on both fronts... in the end, this is a wash as far as most individual infantry would concern themselves, as they are evaluated in regard to their personal death toll.



* 5.57 ammo being the standard of trade is particularly amusing to anyone that has seen ballistic tests of this particular ammunition. It's great for getting past lighter body armor if you can maintain fire, but being a small shot with a fine point and thus the majority of it's advantage penetration + quantity of fire, most actual survivalists consider it a "maiming" round because due to high velocity for it's mass, it punches a small and predictable hole in unprotected(meaning, not armored) flesh, thus increasing disablement of hostile force while simultaneously decreasing deaths on both fronts... in the end, this is a wash as far as most individual infantry would concern themselves, as they are evaluated in regard to their personal death toll.
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*Test Drive Unlimited suffers from this with the police fines. They start off reasonable, but as the player progresses become ridiculous. What's worse, is that they are based off of the number cars the player collides with and the only tactic the police use to stop the player is running into him.
**And in a Truth in Television application of this trope, both the performance and prices of the cars are pretty much accurate. This means that a $70,000 Corvette can outrun cars that cost two or three times as much and that some of the vintage cars that may cost over a million dollars are useless for everything but vintage races, and maybe not even those.
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* The biggest example of this is probably Transport Tycoon. The game simulates inflation by making everything more expensive the longer time goes on. The only problem with this is that if you just keep playing, a regular bus will eventually cost more than the BNP of any (or with enough time played EVERY) country on Earth. This especially causes trouble for the AI as they might, in extreme cases, found a company so late in the game that the starting funds are not enough to buy a single vehicle and they are forced into bankruptcy right after building their headquarters!

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* The biggest example of this is probably Transport Tycoon. The game simulates inflation by making everything more expensive the longer time goes on. The only problem with this is that if you just keep playing, a regular bus will eventually cost more than the BNP GNP of any (or with enough time played EVERY) country on Earth. This especially causes trouble for the AI as they might, in extreme cases, found a company so late in the game that the starting funds are not enough to buy a single vehicle and they are forced into bankruptcy right after building their headquarters!
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added mention of Genesis version of Starflight

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*** It is far less severe in the Genesis version, in which the price increases in relatively small increments. It's also fairly easy to amass enough money that the price increases don't hurt much.
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Take, for example, inn prices. The farther out from the origin point one goes, the more expensive a night at the inn is. It does not matter if the Inn is in a capital city, or whether it's in a podunk village in the middle of nowhere. To understand the significance of why this is wrong, consider the following: which is going to be more expensive, given properties of approximately the same size and number of stars: a hotel room in Manhattan near Times Square, or one in Poughkeepsie?

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Take, for example, inn prices. The farther out from the origin point one goes, the more expensive a night at the inn is. It does not matter if the Inn is in a capital city, or whether it's in a podunk village in the middle of nowhere. To understand the significance of why this is wrong, consider the following: which is going to be more expensive, given properties of approximately the same size and number of stars: a hotel room in Manhattan near Times Square, or one in Poughkeepsie?
Poughkeepsie? (If you don't know where Poughkeepsie is, you've proved the point).
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Uh, the Tenda Village inn is free, at least once you cure their shyness.


* ''{{Earthbound}}'' seems to avert this trope for most of the game, as you ''start'' in an insignificant little village, and the price of lodging naturally increases as you approach the big city of Fourside and the resort towns of Summers and Scaraba. Additionally, shop prices never seem to change; the cup of coffee that costs $6 in Onett will be valued the same wherever you go. But then, near the end, you reach the Tenda Village and Adam Smith slaps you in the face: items of all sorts are hideously expensive (costing not money but a certain high-valued item that must be bought elsewhere), and the most expensive hotel stay in the game consists of a night on the bare floor of a dank cavern.

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* ''{{Earthbound}}'' seems to avert this trope for most of the game, as you ''start'' in an insignificant little village, and the price of lodging naturally increases as you approach the big city of Fourside and the resort towns of Summers and Scaraba. Additionally, shop prices never seem to change; the cup of coffee that costs $6 in Onett will be valued the same wherever you go. But then, near the end, you reach the Tenda Village and Adam Smith slaps you in the face: items of all sorts are hideously expensive (costing not money but a certain high-valued item that must be bought elsewhere), and the most expensive hotel stay in the game consists of a night on the bare floor of a dank cavern."ATM" people you find charge 100% handling fees.
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*The biggest example of this is probably Transport Tycoon. The game simulates inflation by making everything more expensive the longer time goes on. The only problem with this is that if you just keep playing, a regular bus will eventually cost more than the BNP of any (or with enough time played EVERY) country on Earth. This especially causes trouble for the AI as they might, in extreme cases, found a company so late in the game that the starting funds are not enough to buy a single vehicle and they are forced into bankruptcy right after building their headquarters!
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Added to Bioshock

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** There is one area where this is PlayedForLaughs - at the Fleet Hall Theater, the lobby vending machine only sells snack items - at about a ''4,000 percent markup''.
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*** Surely it'd be easier to just set them to give you free stuff, instead of changing the values. Unless you're setting it to apply employee discount...
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*In [[Etrian Odyssey II - Heroes of Lagaard}} on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a fallen member at the hospital.

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*In [[Etrian ''Etrian Odyssey II - Heroes of Lagaard}} Lagaard'' on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a fallen member at the hospital.
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*In [[Etrian Odyssey II - Heroes of Lagaard]] on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a fallen member at the hospital.

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*In [[Etrian Odyssey II - Heroes of Lagaard]] Lagaard}} on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a fallen member at the hospital.
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*In ''Etrian Odyssey II - Heroes of Lagaard'' on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a fallen member at the hospital.

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*In ''Etrian [[Etrian Odyssey II - Heroes of Lagaard'' Lagaard]] on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a fallen member at the hospital.
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*In ''Etrian Odyssey II - Heroes of Lagaard'' on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a member.

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*In ''Etrian Odyssey II - Heroes of Lagaard'' on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a member.
fallen member at the hospital.

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*In ''TheLegendOfZeldaOcarinaOfTime'', Young Link needs to buy some beans, which you can plant in various places to create levitating plants in the future. When you buy the first one, the seller tells you that he's not moving any stock, so he sells it to you for 10 rupees. When you buy the tenth and final one, he tells you that his beans are selling like mad, and he'll let you have it for 100 rupees. Did I mention that ''Link is his only customer''?
*In ''Etrian Odyssey II - Heroes of Lagaard'' on DS, the price to spend a night at the inn goes up with every level that your party increases, as does the price to revive a member.



*In ''TheLegendOfZeldaOcarinaOfTime'', Young Link needs to buy some beans, which you can plant in various places to create levitating plants in the future. When you buy the first one, the seller tells you that he's not moving any stock, so he sells it to you for 10 rupees. When you buy the tenth and final one, he tells you that his beans are selling like mad, and he'll let you have it for 100 rupees. Did I mention that ''Link is his only customer''?

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