Crazy Economy vs Silly Economy

DaveMcW

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Oct 8, 2002
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I have stopped using the terms CE and SE for a while now. I would appreciate it if everyone else did too. I will no longer reply to any post that contains these abbreviations.

I shall offer some synonyms that are more accurate, more descriptive, and less elitist.

CE
Cottages
FEUSS (Free Emancipation Universal Suffrage Speech)
Kremlin
Commerce City
Towns

SE
Specialists
PARCS (PAcifism Representation Caste System)
Pyramids
GP Farm
Settled Specialists
Bulbing

Thank you for your attention.
 
I prefer HE = Heuristic Economy myself :p.

Haha!

Duly noted on the CE/SE crap though - nobody ever seems to be talking about the exact same thing.
 
I run my cottage economy with representation. :yup:

Rep free speech caste system state property organized religion go!!

RFSCSSPOR!!
 
I think you are taking things a bit too serious.

Just a tiny bit.

Although the thought of seeying people talk about FEUSS and PARCS on these boards in the near future brings a smile on my face. :D
 
Hear, hear! :thumbsup: :deadhorse:
 
Mildly a propos...

Currently I'm running a Hannibal game with Caste. (Monarch/Epic/Fractal... got a "sausage pangea" fractal map.) They were running a "4 revolutions for the price of 3" sale yesterday, and I had a city full of plains workshops that could benefit from it, especially since I had 4 high-hammer stable cities that would be perfectly happy to pump out knights for me. (Numidians were going out of style anyway) While it's surely non-optimal, I've still mowed down 2 civs with it by around 1000 AD, and at least I don't have to futz about with "whip cycles" and other niceties...
 
Mildly a propos...

Currently I'm running a Hannibal game with Caste. (Monarch/Epic/Fractal... got a "sausage pangea" fractal map.) They were running a "4 revolutions for the price of 3" sale yesterday, and I had a city full of plains workshops that could benefit from it, especially since I had 4 high-hammer stable cities that would be perfectly happy to pump out knights for me. (Numidians were going out of style anyway) While it's surely non-optimal, I've still mowed down 2 civs with it by around 1000 AD, and at least I don't have to futz about with "whip cycles" and other niceties...

Yes yes the caste system workshops post-guilds are wonderful. Make those plains useful way before biology! Free hills whereever you like!

Kind of off topic though.
 
It was on-topic because of all this talk about Caste in the thread, see? ;-)
 
How about FORSEPS?

Feudalism/Org Religion/Sefdom/Environmentalism/Police State?
 
When I clicked on this topic, I was guessing it was going to be about regular Darius (crazy economy) vs unrestricted Darius of HRE (silly economy). :)
 
Screw all of these economies, I want to know how to run the world economy we've had for the last 8-10 years, in the last 8 to 10 years before I beat the game. Then after I win a domination victory and the world goes into recession, it won't matter because the game will be over.
 
I have stopped using the terms CE and SE for a while now. I would appreciate it if everyone else did too. I will no longer reply to any post that contains these abbreviations.

I shall offer some synonyms that are more accurate, more descriptive, and less elitist.

CE
Cottages
FEUSS (Free Emancipation Universal Suffrage Speech)
Kremlin
Commerce City
Towns

SE
Specialists
PARCS (PAcifism Representation Caste System)
Pyramids
GP Farm
Settled Specialists
Bulbing

Thank you for your attention.

Rebuilding CE and SE using Dave's criteria:

CE

-Primarily gaining beakers from working cottages which produce commerce that is changed into beakers through the science slider.
-The goal is to designate multiple strong commerce cities with the goal of growing as many cottages into towns as soon as possible since cottages are a weak improvement, but towns are a strong improvement.
-Around mid-game the appropriate CE civics become available (FEUSS). FS and FR (liberalism) and emancipation/universal sufferage (democracy). Emancipation helps grow cottages into towns. FS and US only benefit towns.
-In addition to having designated production cities, a CE will benefit from rush-buying under US late in the game. This is enhanced by the Kremlin.
-A CE will typically rely on a single gpfarm for running specialists. A player relying heavily on a CE can use the resulting great people in many of the same ways as a SE player will use them, including settled specialists and bulbing.

SE

-Primarily gaining beakers from specialists. This will involve the base beakers (as well as gold and/or production in some cases) generated from working the specialists, which can be enhanced through early representation from the pyramids. However, it will also include bulbing or settling the resulting great people.
-A SE particularly benefits early from its corresponding civics (PARCS) being available earlier than the CE civics (FEUSS). Of course, a CE player may also take advantage of PARCS prior to switching into PARCS; however, a SE player will look to take advantage of PARCS, usually in cycles with military civics, throughout the game (unless they transition to a CE mid-game and beyond).
-A SE can rely heavily on cycling between periods of teching and periods of warmongering, making use of appropriate civics in each case.
-A FE (food economy) is largely the base of a SE with farms being littered empire-wide. This provides the ability to run max specialists off of surplus food during peacetime, as well as whipping/drafting with fast regrowth during wartime.
-The slider is largely empty for the SE. In a CE the science slider tends to stay as high as possible game-long. In contrast, the science slider--although it can help--can be lowered in favour of raising the luxury slider to offset unhappiness. In contrast to the CE, the SE can do this while also keeping research rates high through working specialists.

Disclaimer #1: Playing the map is best in all cases. A CE tends to coincide with grasslands, snaky rivers, and so forth. A SE tends to coincide with high levels of surplus food specials.

Disclaimer #2: A hybrid of both styles tends to be optimal in many cases. This can also involve transitioning from one to the other over the course of a game.

Disclaimer #3: CE and SE should be understood as "fuzzy" concepts with many different tweaks and variations depending on specific map situations and players' preferences and inclinations.

:lol::lol::lol:
 
I like the designation that where your :science: primarily comes from is determining your economy. Honestly this works for other "economies" too ... think TRE, EE, RE. Seems like the right designator since plenty of SE's can get their :gold: from cottages and plenty of CE's get their :gold: from shrines or corporations or whatever. Truly it comes down to where are your :science: :science: :science: coming from, simple as that. I think that will allow enough flexibility in definition to cover the major "economies" in a meaningful way.
 
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