For those who don't quite understand the problem:
I'm making a road vehicle GRF and I create a vehicle called the "Plozzowow Rootburger", a coal truck which is used between 1980 and 2000.
To test it, I create a quick game starting in 1980, the year the vehicle is introduced. My tests show that the Rootburger earns about twice as much as its running costs; perfect! So all is well and I release the GRF.
Simone Nooby downloads my GRF and starts a game with it in the game year 1920. By the time her game reaches 1980 and the Rootburger is introduced, TTD's inflation model has eroded its earning capacity to the point that it barely breaks even. Simone tries to use Rootburgers, but after a while decides they're stupid and useless. She removes my GRF and goes back to the much cheaper default road vehicles.
Basil Proplayer wants to play a 19th century game. He loads up his sailing ships, his horse wagons, and the Rootburger. By the time the game gets to 1980, TTD's inflation model means the Rootburger - along with every other vehicle in the game - is haemorrhaging cash at a tremendous rate. Basil concludes that the game is broken and stops playing it.
Robbedem wrote:Or what about putting 1950 (or 1900) as the standard and every year after 1950 has x% inflation and before x% deflation
While this would fix the problem of wildly different economies depending on start date, it would not fix the problem of wildly different economies with inflation on or off, particularly at dates a long way from the epoch. Inflation being purely cosmetic is the only sensible solution to this problem.