5 turns at tech rate under Republic!!!

Portuguese

Vassalising Spain
Joined
Jun 20, 2002
Messages
2,848
Location
Oporto, Portugal (duh)
I've been thinking for a strategy for quick research under republic...

One of this days, I thought:

What is the punnishment for running consecutive debts?

So, I put 10% to science and leave my gold at 0 and my debtat -126 and my tech rate at 5turns per tech.
Cost: one barracks and one catapult per turn needed to rebuild!
Wonderfull: my army is now cheapper, one barracks I can replace in 3 turns and Rider tech was coming much much faster!!! :) :) :)

So,

- What do you think of it?
- Did you use it?
- Is it viable, in your opinion?
 
Can you choose which improvement and you can lose? I have never used this strategy but I did that in Civ I and it forced me to sell my banks and market places.
 
do you only lose ont building or unit per turn, no matter how much gold you are losing?
 
Can be the one thing you need to do to reach an important tech - but I would never do it long term.

Reaching Nationalism before or after the enemy fleet lands can be THE key to a war - and here I've also used this method.
 
Can be a winner in a space race where you can easily afford one unit and one building from your empire.

Crank science to 100% and run a deficit economy. Once your cash drops to zero, you only lose one unit and one building even if your deficit is 1000s of GPT.
 
can someone accurately confirm this? i mean, what's the use of selling improvements if they don't really cover the whole debt?
and if the rate of debt accrual is higher than repayment, how does the program hope to "force" u into the green?
 
Originally posted by wohmongarinf00l
can someone accurately confirm this? i mean, what's the use of selling improvements if they don't really cover the whole debt?
and if the rate of debt accrual is higher than repayment, how does the program hope to "force" u into the green?

:lol: poor implementation..... was better in Civ2 - there, the building would be sold, then, the next towns would be checked, and then the next and so on... and if the money ran out again, another building was sold.

disadvantage: say you have zero gold, but a +100 budget. The first town checked spend 8 gold but only produces 1 - you'd loose a uilding despite being able to cover the debt from other cities that produce more income than they spend..... :(
 
Originally posted by wohmongarinf00l
i'm already thinking of a massive exploit here.

uh-oh! it's the worker exploit all over again.
 
I don't think you get to choose what disappears.
 
Originally posted by col
Crank science to 100% and run a deficit economy. Once your cash drops to zero, you only lose one unit and one building even if your deficit is 1000s of GPT.

Can you be able to predict the type of building that you are going to lose? For example, if you have a barrack, a market, and a bank. Would the barrack always be the first to go?
 
Or even which city?
 
Given the 8-1 conversion, wouldn't it be simpler to just set a few cities to capitialization? Particularly given that the rounding is up, settting the 1-shield totally corrupt cities to capitialization will net you 1 gp.

I have to say, this sounds a little unbalanced.... What difficulty level are we talking?

Cheers,
Shawn
 
Grey Knight - Building wealth only rounds up on cities producing 1-3 shields after Economics and 1-7 shields before that. Otherwise it rounds down. So after economics a 7 shield city would make only 1 gold.

It would depend on whether setting more cities on Wealth or setting the science to 100% gets you more research done each turn. Wealth wouldn't add any more to research, but may allow you to break even or make a profit so you don't lose buildings.

No, it doesn't allow you to select which buildings or units you will lose, so you may lose libraries and universities that will/may hurt you later on. I don't know if it's still true with the latest patch, but I know that with earlier versions you were allowed to run a deficit forever on Chieftain and not lose improvements/units.
 
Maybe that how AI's do their research.
 
OK, here are a bunch of required Answers. The possible ones:

- Current version: 1.21f.

- This was a regent game with the Chinese.

- Yes, this is NOT a long term strategy. But it can garantee you fastest access to a must-have tech (I wanted Riders...). Good also for last turns of the game (say the last 200...), I think.

- Seems to be the same if loosing 10 gpt or 1000gpt.
Note: in CIV2, we lost more if the debt was bigger. Here, this is NOT the case...

- I can not choose what I'm going to lost, but ALL the turns I lost the same: a barracks (Chinese are militaristic, therefore easy to rebuild...) and a catapult. IT WAS ALWAYS TEH SAME!
We need to see what's the padron here.

- This clerly needs some research and data-crossing...
 
I did it inadvertantly in my last game as Egypt (Rel. & Ind.) I'm pretty sure that I lost a temple - could be a link? Perhaps it looks for the cheapest improvement to disband - i.e. Barracks for Chinese, temple for Egyptians, etc.

It might been, though, because I had no barracks in the relevant city. Have to check it sometime - at work now.
 
Back
Top Bottom