GOLD!!! (and how can i get it?)

Exsanguination

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How do I get gold? I can never get enough gold before I run out... I've tried all the govt's and fundamentalism is the only one that works, but you only get late into the game... I need gold early... What reliable solutions are there?
 
The only things I can think of are pretty basic so you probably already know them. Build roads on all squares that your people are working. Build marketplaces and banks in as many cities as possible. Particularly in cities with a lot of trade, like maybe where you have the colossus. Adam Smiths cuts your costs a lot, and almost even more so Michelangelo's, because it reduces the need for expensive colliseums, and gives free cathedrals (happiness for much reduces cost.) Raise your tax rate.
 
The two Representative governments really offer the best in terms of economic prosperity. Republic is good early, Democracy is great as soon as you get it. The effect of that +1 trade arrow per square is NOT to be underestimated. Combine that with Democracy's no-corruption and you'll soon find your empire will not only pay for itself, it will profit, keep everyone happy, and get you science faster than other governments at lower slider settings.

-Sev
 
Make sure that when you decide to build a improvement that you check to make sure it is economically viable. Since banks cost 3 gold per turn and they multiply your current tax value by 1.33 (the marketplace you have make it 1.5) then if that city has less than 9 taxes it will actually lose money. Don't just build a improvement because you can. If you have no unhappy people and are low on money, then don't build happyness improvements like temples. You can also try getting barbarian leaders for gold, capturing cities, or creating trade routes.
 
Your best source of gold is always caravans/freights.Deliver many of them and you will be rich.There is a science bonus equal to the amount of gold received but not exceeding 2/3 of what is required to finish the tech.So you will also be advanced.

check your science advisor before and after delivery to see
 
Republic, Democracy are best. Establish trade routes! It takes planning to get the most benefit.

Deliver caravans to get gold and science. Micro-manange your T/S/L settings... check your trade advisor for exact science costs. One turn, I may have 0% tax, and the next 80%. It depends on the science progress, and the military needs. Gold is how I usually take AI cities for most of the game. In mid & late game, I have more and more "emergency" caravans/freight that can be used for several things, especially if needed to get the gold for a juicy bribe or subversion. My full trade system is just too longwinded to explain here, but I've gone over most of it in other threads, FWIW. (the search function can pull it up). Plus, others have good techniques, too...

Hunt barbs very aggressively. Set traps, and play at raging hordes. Leaders are worth 150g, and 150g can help a lot in the 1st half of the game.

Save gold! Learn to PRB/RB at the right times. Don't waste shields; a gold saved is a gold earned, LOL!

BTW, the CivFanatics Search function is not working for me at this moment, due to overload.

 
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listen to this man

Actually, look for posts by the CFC Civilization S-triumvirate of starlifter, shadowdale, and Smash. My game's gotten 6000% better since I found CFC, and I still suck :)

-Sev
 
By far the most effective way to get rich involves two main points. The first is listed by Smash - trade, trade, trade. Foreign, fat, coastal cities on a different continent will give you piles of gold for each delivery.

The second point is to reduce costs. Only build improvements that you need in a city. Yes, you want a marketplace, but it costs 1g upkeep - make sure you have enough arrows+tax rate to earn at least 2g from building it. Unless you keep your research rate <50%, you will reap more from a library anyway. If you don't need an improvement, build a caravan instead. Each city only retains 3 trade routes, but deliveries still bring in gold and beakers. Camels are your best friends in CivII!
 
think of caravans as little bags of money and you will do fine ;) (the same holds true for thinking of them as little bags of light bulbs and little bags of wonder building concrete) - in short, the most valuable unit in the game.... ummm that is until you discover Economics and they get neat big trucks to drive. :D
 
Originally posted by Magnus
.... ummm that is until you discover Economics and they get neat big trucks to drive. :D
psst... the CORPORATION is the tech you're thinking of... ;)
 
Actually, look for posts by the CFC Civilization S-triumvirate of starlifter, shadowdale, and Smash.
LOL, thanks for the comment. Actually, in my own personal opinon, Smash is easily the best all-around Civ player of anyone I'm aware of in CivFanatics. He plays Single Player (SP), MP, Scenarios, One City Challenge (OCC), succession, etc. Shadowdale and I primarily play SP, which is only one aspect of Civ. I'm also a fair OCC player, and have just started successions. If MP gets delayed for Civ III for 6 or 8 months, I'll probably take up MP (and be a newbie at it :lol:).

by slothman:

...Since banks cost 3 gold per turn and they multiply your current tax value by 1.33 (the marketplace you have make it 1.5) then if that city has less than 9 taxes it will actually lose money. ...
Well, actually, that is not exactly the way banks are used by Civ II. The base value of your city gold (not including Capitalization gold) is multiplied by 50%, and then added. Ditto for Marketplace and Stock Exchange. Example: You make 16 gold per turn, with taxmen & tax settings. 50% of 16 is 8. You will get 16 + 8 + 8 + 8 = 40, if you have a Marketplace, Bank, and Stock Exchange, respectively.

Though your example of 1.33 happens to work out mathwise, e.g., 1.33*(16+8)=8, this is not the way it's really computed. :)

BTW, if you have any Elvii or have set Luxuries greater than 0%, Marketplaces, Banks, and Stock Exchanges do something very very critical: multiply luxuries!!! So you get "double" the bang for your buck, compared to the science improvements.

EDIT: Remove duplicate graphic.
 
Yes, a bank adds 50% more but of the original. So it is 33% more from the current. And a stock exchange is 20% more than after the bank. This can be useful since it doesn't tell you the base gold you would get without any improvements. Luxes don't help if you can't pay for the bank though.
 
Yes, a bank adds 50% more but of the original. So it is 33% more from the current. And a stock exchange is 20% more than after the bank. This can be useful since it doesn't tell you the base gold you would get without any improvements. Luxes don't help if you can't pay for the bank though.
You are right, that is a useful method. It's drawback is that it only works under a very narrow set of assumptions... namely, that if you have a bank, that you have a marketplace. And if you have a SE, you have a Bank and Mkt. If you capture a city with a bank, you cannot have a Mkt. Or if you sell one off.

Here is a general way (the "Formula Method" to figure base gold (taxes+taxmen):

divide gold by (1 + 0.5*X), where X is the number of economic improvements (Mkt, bank, SE).

Example: Gold is 90. You have a Mkt & SE, but no bank. Base gold = 90/(1+0.5*2) = 90/(1+1) = 90/2 = 45

If you want to know how much an Economic improvement contributes, simply:

Improvement = Base/2

Or, in English, just chop the base gold in half.


We can also use a general method called "Table Lookup":

0 Improvement = Total Gold * 100%
1 Improvement = Total Gold * 33%
2 Improvements = Total Gold * 25%
3 Improvements = Total Gold * 20%


The above table is the general case of your method, BTW, except it's based not on the specific improvement, but just knowing how many of them you have (one, two, or three).

Luxes don't help if you can't pay for the bank though.
Weeeellllll, true and not true. If you can't afford to pay for the bank upkeep each turn, it is OK to deficeit spend IF.... IF you are growing, as in a Republic/Democracy. In fact, this very bank may allow the Luxuries rate to be reduced to keep WLT__ coming in a period of growth... or to keep basic happiness when Lux is 10% or 20%. One additional citizen at work pays for a bank's cost. But in general, if your city has 2 or 3 trade arrows... it is not a likely candidate for a bank.



I can still remember being confused about this stuff two years ago when I started learning Civ II, which is why I write a lot more detail for eh newer players.

If you would like to see a striking demonstration of similar confusion, try watching someone (Anyone! :D ) try and explain the way science is computed in a SSC which has scientists, some/all the science improvements, Copernicus, and Isaac Newton. Probably no one can figure it exactly, but almost everyone will have part of it right.

:)

 
Originally posted by starlifter
If you would like to see a striking demonstration of similar confusion, try watching someone (Anyone! :D ) try and explain the way science is computed in a SSC which has scientists, some/all the science improvements, Copernicus, and Isaac Newton. Probably no one can figure it exactly, but almost everyone will have part of it right.
Actually, someone over at Apolyton (freshman) came darn close to a complete explanation. What I do remember off the top of my head that might be news to some:
  • Copernicus' Observatory doubles the city's base science output, including einsteins
  • Sir I. Newton's College only increases the science resulting from the improvements existing in your city. In other words, without a library, university, or lab, it's worthless.
  • other juicy tidbits that I don't want to get wrong because I don't remember them clearly...
Here's the link to the thread...

The Science of Science
 
Actually, someone over at Apolyton (freshman) came darn close to a complete explanation. What I do remember off the top of my head that might be news to some:
That is pretty close! Copernicus will double all, after Isaac Newton, though!

INC will *double* the science from the improvements. Then the result of that will be doubled by Copernicus! In effect, Cope/INC combine to make your library, university, & RL work at quad-output!

The main confusion/misunderstaning is in how Newton really works... like you said, it only affects science from improvements. This is confusing because, barring anything posted at Apolyton, its not properly explained anywhere that I'm aware of.

I tried the link you posted... no luck at all loading it. But then, about the last 12 hours, I could not get the CivFanatics site to load either.

From my reply to a question about Smash's SSC in GOTM 8:

BTW, Science (another Pandora's box for another day):

((150+3*14)*(1.0+0.5+0.5+0.5) + (150+3*14)*1.5)*2 = 1536

In the above equation:

(150+3*14)*(1.0+0.5+0.5+0.5) is the science, with the existing improvements (L, U, RL):
- 150 is the trade used for science.
- 3 is how much science you get for a single scientist.
- 14 is how many scientists you have
- 1.0 is the base (100%).
- The 3 0.5's are the increments for Library, University, and Research Lab.

(150+3*14)*1.5 determines the science from 3 improvements alone, which is then added to provide the "Double" effect of Isaac Newton's College:
- 150 is the trade used for science.
- 3 is how much science you get for a single scientist.
- 14 is how many scientists you have.
- 1.5 is sum of the 3 science improvements (0.5+0.5+0.5=1.5).

(..)*2 is the effect of Copernicus

 
That Science calculation explains quite a few things I've been wondering about for some time. Copernicus in particular - I was wondering why it had such a great effect when it only claims to increase science output by 50% (i.e., *1.5).

To make this relevant to the topic: When you just don't have enough gold, a few turns on high taxes can pay for many more turns on WLTXD or scientific research.

-Sev
 
Well, OK, just one facet of science anyway; topics in this post include effects of Science Wonders, and also science rate rounding. This issue came up in another thread (Perfect Timing in OCC) because in order to be able to anticipate what your beakers will be the turn your wonder is built, you need to understand its effects.

Ignoring specialists, improvements, and wonders, your tax/luxury/science output is calculated from your tax-rates and your net trade (minus corruption) with rounding. If a fraction is above .5 it is rounded up, if it is .5 or less, it is rounded down. All of your trade should be accounted for, except possibly 1 more excess, which gets added to your GOLD.

As an example if you have 5 trade:
a 0-5-5 (tax-lux-sci) rate yields 1/2/2 (50% of 5 is 2 rounded down, only 4 trade are accounted for so there was 1 excess which goes to tax).
a 0-4-6 rate yields 0/2/3 - no rounding in this example
a 0-3-7 rate yields 1/1/3 - (30% of 5 is 1 rounded down, 70% of 5 is 3 rounded down, 1 excess goes to tax)
a 5-0-5 rate yields 3/0/2 (50% of 5 is 2 for tax and sci., 1 excess goes to tax)

Thats the story of the base quantities calculation.

Specialists = add 3 to your base tax/lux/sci

Improvements = get that extra 50%,100%,150% and always round down if your base is an odd number (fractions of .5 are always rounded down)

Wonders: special

Here's a table of all combinations of Science Wonders and Improvements:

Improvements__None__Library__Univ__Lab
None_________x1____x1.5r____x2___x2.5r
Cops_________x2____x1.5r,x2__x4___x2.5r,x2
Isacs_________x1____x2______x3___x4
C+I__________x2____x4______x6___x8

Here's the true story of wonders effects:
Isacs does NOT double science output as is mentioned in the Civilopedia; it does however double the bonus from a science improvement.
Compare the None line with Isacs line.
A library is +50% (1.5x) and with Isacs is +100% (2x)
A University is +100% (2x) and with Isacs is +200% (3x)
A Research Lab is +150% (2.5x) and with Isacs is +300% (4x)

Copernicus simply doubles the previous calculation, which includes any rounding.
A science base of 9 with a Library and Copernicus is [9*1.5]*2 = 13*2 = 26

So a one line summary is Isacs doubles science improvements, Copernicus doubles your science after improvements are taken into account.
 
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