iamdanthemansta
Edward of Woodstock
I apologise in advance for the incedible length of this post
PART I) Introduction
There has been a lot of discussion of the relative power of the specialist economy vs. the cottage economy in a number of threads. For those who have an interest in the subject some of the most interesting threads are:
http://forums.civfanatics.com/showthread.php?t=177506
http://forums.civfanatics.com/showthread.php?t=178800
http://forums.civfanatics.com/showthread.php?t=179035
and
http://forums.civfanatics.com/showthread.php?t=158437&highlight=specialists
I also should note that I owe a lot to evYl and futurehermit for my understanding of specialists. But while many of there discussions have focused on very specific numbers and comparing them to the cottage economy there is I think a lack of overarching analysis that I aim to fix.
I'm going to begin with a series of claim about the specialist economy that I hope to prove, or at least provide some strong evidence for, in the remainder of this post. Then I will delve into a discussion of some of the more specific strategies for individual leaders. Finally I will end with a very detailed discussion of the specialist economy as applies to Russia.
1) The specialist economy while not better overall then the cottage economy is superior early and not as bad as is commonly thought late.
2) The specialist economy is much stronger in wars the cottage economy.
3) One of the greatest strengths of the specialists economy is rather paradoxically it's ability to generate much more money then the specialist economy.
4) Another one of the strengths of the specialist economy is that players have the ability to use more expensive and powerful civics then is possible or practical under the cottage economy.
5) The Philosophical trait is to the specialist economy what the financial trait is to the cottage economy, essential. You can run a specialist economy without it but you're really running, or should be running, more of a mixed economy at that point
6) The specialist economy, especially when paired with the Philosophical trait, will not only produce more great people then a cottage economy, but will produce better great people then a cottage economy, and utilize them more efficiently.
7) In online play where the early game is more crucial and there is an enormous amount of both war and improvement razing the specialist economy is even more robust then it normally would be.
8) In the specialist economy the fact that many of your cities have low hammer production is not actually a significant disadvantage since there are very few buildings that need you will need to build.
9) The specialist economy was actually intended and planned by Firaxis and given more power in the expansion pack.
10) The specialist economy is very reliant on only a few leaders in the game, and totally reliant on a few wonders.
11) Failing having the philosophical trait, your leader must have the industrious trait. In fact this can be a strategy if you are worried about picking up on the key wonders.
12) Given these previous ideas the specialist economy is superior not just to the cottage economy, but to the mixed economy as well.
Well that's what I'll aim to prove. I'll be using this numbering system throughout so if you post a response using the same system would be appreciated. Before I begin though a quick definition of a specialist economy.
A specialist economy is one where the tech slider is set VERY low at 0 or maybe 10%
PART II) The Specialist Economy
1) This is probably the most important part of my analysis. If as I claim the specialist economy is in the neighbor hood of the cottage economy under optimal circumstances and better in suboptimal circumstances then it makes sense that players use it regularly. If the cottage economy is simply much better then there's no point in the specialist economy. This raises the question: "Under optimal circumstances how good is the specialist economy?"
The answer to this question is very difficult to answer. Exactly how many beakers you're going to be producing depends heavily on the number of cities you have, and exactly what your target is. The best answer to this question was given by futurehermit in this thread: http://forums.civfanatics.com/showthread.php?t=178800
I will assume for the rest of this thread that you have read at least the first post in that thread. Actually this thread is the only reason why I though the specialist economy was possible in the first place. As has been said before his ideas awakened me from my dogmatic slumbers.
This analysis provides us with several interesting pieces of data. It shows that the specialist economy can generate techs at the rate of 1 per 5 turns, given a certain number of cites etc. The rate of 1 per 5 turns is fairly random, but I would find it hard to argue that that is a least a very good tech rate even if it is less then the perfect. I believe that this post demonstrates that the specialist economy can indeed be very strong. That being said I would like to add a few points to futurehermit's analysis:
A) Maybe the best way to conceptualize the specialist economy is when considering the different eras. In the classical era it's very hard to argue with the specialist economy. Cottages are in there infancy and specialists just get rolling quicker, especially if you make a B-line to the Great Library. In the Medieval Era things slow up a little bit as you still don't have Civil Service or some important civics. That being said neither do the cottages so I think it's still pretty even. The Renaissance may be the period of greatest strength of the specialist economy. With Oxford gotten and cottages still maturing, the specialist economy requires very few cities to be powerful. The Industrial Era though is when things get dicey. Cottages are becoming very powerful and the specialist economy is the same. There's just no getting around that at best specialist are a little less powerful then cottages.
It looks like in the modern era things go to hell in a hand basket. No matter how you stack it up needing 41?! scientists not in your super science city is a lot right? Now here is where I disagree with how futurehermit has set up his analysis. Assuming one super science city is correct but assuming that all other scientists must be in science cities is flawed. First with Mercantilism and the Statue of Liberty you can have 2 free scientist per any city. So if you have enough cities none need focus on science. Second, futurehermit assumes only 9 scientists in his super science city, I think he's still trying to use slavery, If you use Caste System by the end of the game 10-15 scientists isn't that hard. Now that we see that the specialist economy is strong in the beginning and weaker as the game goes on, though not disastrously weak, what about cottages?
B) When cottages mature completely they are definitely stronger then specialists. You have more of them in a city, due to food limitations, and they produce more commerce, 7 versus 6. That being said it take a long time for cottages to mature and even when they do they only beat specialists when you run at a high science %. An exact analysis of this is nearly impossible since it is hugely variable when cottages mature and how many cities you have. Now many people have pointed out that considering science at less then 100% unfairly penalizes cottages, I quote myself restating some one's point from another thread
The problem with this logic is that the pure specialist economy actually has an economic advantage, see question 3, so that the specialist economy is always running at 100% science specialist while the cottage economy never runs at 100% science. This allows the specialist economy to average a better outcome even while not being as powerful per se. This brings me to war.
2) War wrecks a cottage economy. As the costs mount the science slider slips lower and lower killing you slowly even as you defeat your enemy. The specialist economy has no such trouble. Because of the ability to use things like the culture slider, which can be used in a specialist economy since you don't get science from the science slider, and the ability to generate more money, again part 3, the specialist economy can run just as efficiently during war as during peace. The implications of this are huge. In an average Civ IV game you spend a large amount of time at war and when your tech slider is forced down you have trouble preparing for your next war. With the increased money and happiness of a specialist economy you are able to preserve your tech during a war leading to an easier time in the next war.
The other big advantage a specialist economy has over a cottage economy is since your generating more money you can pay for upgrades easily which then allow for you to keep your armies longer and more easily transition from one war to another.
3) Well I've referred to this section numerous times and it is in fact fairly central to my whole agreement. It seems very counter intuitive to say that a specialist economy is better at producing money then a cottage economy. After all when you look at those cities you see all those little pictures of money bags and coins, but in the end your eyes are deceiving you. All those little coins you see and in fact tech beakers since in a cottage economy you are running a very high science %. Let's stop and review here for a moment my definition of a specialist economy. A specialist economy is one that runs a very low tech % like 0 or 10.
Now when the tech slider is at 0 the finance slider is usually at 100. This has several very important consequences. First, all the commerce you generate from trade routes or resources turns directly into money. At 90% tech only 10% of it turns into money. Second, and this is where the real incite lies, in a specialist economy you can build a hugely more efficient commerce city.
In a cottage economy whatever city has Wall Street and all the banks and other money boosting improvements still has one central problem, you're only counting a small % of the base commerce towards your wealth. In a specialist economy you can count 100%. The trick is to use COTTAGES. Yes that's right a specialist economy can make key use of cottages, what separates it form a cottage economy is that none of that commerce is going to tech. Instead you have a city that has a large number of cottages and all the wealth buildings. This city can generate enough money to account for a huge wealth lead.
Think of it this way in an in Civ IV we all know how powerful city specialization has become, this is another way to take advantage of that. The wealth city can also gain another enormous boost if we make it the capitol and run Bureaucracy. With that on to civics.
4) The civics you use with a cottage economy are fairly forced and not always as good as they could be. Moreover due to financial constraints you sometimes have to use less expensive civics then you want to. In a specialist economy you have more choice, and the few you are forced to use are better. Here's a breakdown by category:
Religion: No real requirement for either economy here the pacifism bonus stacks nicely with the philosophical trait but that's expensive even for a specialist economy. Organized religion is expensive, but that is affordable.
Economy: Cottage economies are forced to use free trade and then state property late to pay for conquests. Cottage economies also can't use mercantilism since they need the trade for the crucial use of science. Since specialist economies don't use commerce for science they are free, actually required, to use mercantilism which can be really powerful. A free specialist in every city is a way to generate a lot of commerce without really trying. Moreover since you don't have foreign trade routes you don't have to let the AI spy on you with open borders.
Labor: Both economies can use slavery early and it really is a push to who uses it best. The specialist economy must transition to caste system later but at this point slavery is too expensive to use. Emancipation only give a bonus if you rely on lots of cottages, and the unhappiness is late and easily countered.
Legal: Ah, here the cottage economy is caught in a bind. They must either use Bureaucracy to bump up a super science capitol and sacrifice science production elsewhere, or give up that to finally pass science specialists in beakers. Specialist economies have the run of the place though with four very powerful civics. This alone is one of the reasons you might want to use a spiritual leader aka Gandhi.
Government: Specialists get Representation and they get it early. They are absolutely forced to stay on it, but with the early happiness bonus that's not so bad. As for cottages they like Universal suffrage but have a hard time paying for many rushes. Sort of a devil's choice here, money and less ways to spend it, or no money and more options.
5) The Philosophical trait is unbelievably crucial for the specialist economy because of how the specialist economy uses Great People. In the cottage economy great people are tangentially useful to finish a building or research something, but in a specialist economy great people are your lifeblood. You will never never be able to keep a specialist economy super science city at a comparable rate to a cottage super science city without a large number of science specialists parked in the city. These are so crucial to your tech rate especially in the middle of the game that I would have a hard time thinking it wise to play without one. This brings me to great people in general
6) I said before that a specialist economy will generate more great people. The reason is the heavy use of science specialists. These specialists give you a larger pool of gpp then a cottage economy will naturally have access to. The real, and less obvious, advantage of a specialist economy is in what kinds of great people will be produced. Of the five types of great people two stand head and shoulders above the rest, engineers and scientists. Profits are close to useless after the first one, Merchants only bring a one time windfall, and Artists well they just blow. Engineers though can get you any wonder and scientists can enormously boost your science rate, especially when paired with Bureaucracy. In a specialist economy since you generate so many gpp by scientists most of your great people will be scientists, and since you have the pyramids early the rest will be engineers. Therefore a specialist economy will generate more and more useful great people then a cottage economy.
7) This one pretty much speaks for its self. In online play there are so many wars that cottages are a liability since they will get raised. Moreover the problems with the cottage economy and war that I listed earlier come into play. Finally the focus in MP on early games gives an early game strategy like specialist economies more of a boost.
8) Many people point to the fact that cottages generate hammers and allow more easily for mines to be worked as another advantage of the cottage economy. But in reality the different nature of the specialist economy makes this not really a problem. Lets take a look first at what your most important production cities are. In a Civ IV game you tend to have one city that is responsible for most of your unit output, with things like west point built in it, and another for wonder building, with things like the iron works or three gorges damn. These cites in either economy have basically no science output, well some with mercantilism, and are focused only on mines and production. In both economies these are basically the same.
The difference comes when considering cites that aren't as specialized, aka you average city. In a specialist economy these still have some specialists and thus less hammer production, in a cottage economy more cottages and more hammer production. But the real difference here is what needs to be built. In a cottage economy you need to build basically as many buildings as possible, to increase the science, and gold, output and reduce war weariness and costs. In a specialist economy you really only need science buildings, which are much cheaper due to the philosophical trait. You don't need banks since you produce little commerce. You don't need courts or jails since the economy is strong. You don't need very many happiness building because you can use some culture. This means that while the hammer production is low it is not really a disadvantage.
9) This one is more of a point of interest since at some point when developing this I started to feel that I was going against the game, which is never really where you want to be. Then I noticed a few interesting similarities. When ever I would come up with a different specialist strategy I would find that some leaders were much better for it then others. Further I would discover that there UB would also hold some help. This leads me to believe that some of these strategies were planned all along, which is really quite remarkable.
Let me illustrate the point as follows: Since specialist economies require either Industrious of Philosophical to work I looked at what leader had these. I noticed that only two civics had two leaders with one of these traits, Germany and Russia. Then I looked at what there unique building was and I saw they were two of the ones that gave specialist bonuses. This just seems to me to be too much to be a coincidence.
10) This one is a disadvantage. A specialist economy absolutely requires the pyramids and needs the great library and statue of liberty to boot. Beyond this it needs either Industrious or Philosophical to get the full bonus of its tech strategy. These tough requirements mean that if you want to use a specialist economy you better be prepared for a lack of early game flexibility.
11) This one is pretty self explanatory. The Industrial trait allows you to pick up more wonders and thus have more gpp making up for some of the loss of philosophical. Still I'm not sure I'd recommend it.
12) I believe I've demonstrated how a specialist economy is superior to a pure cottage economy, but invariably many people will counter dismissively by saying that they'd rather run a mixed economy anyways. Therefore I'd like to note some of the unique disadvantages of a mixed economy, think some specialists and a target tech rate around 50%. First, there are incompatible civics used by both economies. There is no way to run both universal suffrage and representation for example. Moreover this strategy still looses the wealth cities that make specialists so powerful. The only possible exception to this I can think of is Elizabeth
Well that's all for my analysis of the strength of a specialist economy in Part III I'll show how it relates to various leader ending with a detailed analysis of Peter.
PART III) The G8
Ramses II-Egypt) Ramses is really well situated for an early attack he has Industrious and Spiritual so he can get the Pyramids quick, hmmm. Moreover his UB come immediately and gives him access to a very good all purpose specialist in the priest. The spiritual trait and need to change civics also comes into play early so you can have a rocking economy right off the bat. Where his level of synergy gets scary though is with the UU this powerful early rusher got more powerful in the expansion and with all his traits and UB and UU working together with an early focused strategy he should wipe off 3-4 civics in one felt swoop.
Louis XIV-French) The French are always really snobby about their culture and Louis is no different. He may be perfectly aliened to set speed records for a cultural victory. From his Creative and Industrious traits to his UB witch give a free artist were talking some serious culture here. What's even better is his middling UU got a slight bump in the expansion as well, though I'd still only trust it so far.
Bismarck-Germany) One of the only two civics to have both a philosophical and an industrious leader Germany is well designed for the specialist economy. The Bis has Industrious and expansive, hmmm and expansive German, and really come into power when he gets his UB. With his sopped up factory he can now convert 5 people into engineers. With this you can take a science city and all of a sudden flip it to +10 base hammers while loosing only a little tech. This also come right around the time of Germany's UU the Panzer. Blitzkrieg anyone?
Qin Shi Haung-China) The Q-man has a nice UB as it is useful for both happiness and culture and his UU is still one of the tops, more tops now that England and Russia got hit by the nerf bat. Protective is a nice trait but doesn't really add anything to the specialist economy. In the end he somewhere in the middle of specialist leaders.
Alexander-Greek) Alexander is another early game specialist. With aggressive and an early UU he's ready to roll. Actually aggressive is one of the better traits to use with specialists since the whole strategy is based on lots of wars. Moreover he had philosophical which is still better then industrious. Alex's UB can also turn people into artists though it's not quite as good as China's
Gandhi-India) The Mahatma has a really, really powerful trait combo going and arguably the best UU. Spiritual can allow for some really nasty moves without loosing any time. The UB basically stinks but nothings perfect. In the end with spiritual and philosophical looking for Gandhi to be wielding those nukes in no time, spinally when paired with nice starting techs.
Stalin-Russia) The iron man may beat out Alexander for best war leader with a strong trait combo, still a fairly good UU, nerf incoming!!!, and the best UB in the game. I'll have more to say on the UB in a minute but Stalin cuts an imposing figure in the game and can largely back it up
Peter-Russia) They call him great for a reason. Before I said that under optimal conditions the specialist economy can't beat the cottage economy, now I'm going to take that back. With Peter and his terrifying UB there's a real threat of beating the cottage economy in every stage of the game. What makes that all the more likely is that Computers is an oddly placed tech and while technically modern I designed a tech order that get's it relatively fast. Ok 31st tech isn't fast but put it in yourself and see how many techs can be bypassed to get it. With the +2 FREE scientists, can't breath, having one of these in all your cities make you a tech god. Say hello to 4 FREE scientists in ALL your cities 2 form UB 1 from Mercantilism and 1 from the Statue of Liberty. 4 free scientists makes you able to create science at a really unholy rate. With a strong trait pair to go with it Expansive for increased health and population, and Philosophical still kicking ass, Peter gets a little scary. Even if you don't go with my crazy tech order, it's mostly just to make a point, you can still grab Computer's very modern making Peter strong early, strong late, and not to shabby in the middle. That friends is what we call game over. Here's the tech order:
1)Bronze Working:to chop rush Pyramids
2)Masonryyramids
3)Wheel:Connect cities
4)Agriculture:Build more pop
5)Fishing:Had to get it somewhere
6)Myst:for GL
7)Potery:why does writing require pottery?
8)Write:Tech on!
9)Alphabet:to trade for the tech not on list
10)Sail:required for some reason
11)Poly:again GL
12)Iron working:now some armies
13)Lit:GL!
14)Math:I wasnt good at Calculus
15)Metal Casting:Expensive
16)Compus:who likes boats?
17)Calander:nothing to say here
18)Currency:wealth city
19)CoL:everyone's favorite tech
20)Machinery:again look at the cost
21)Optics:Lot's O Boats
22)Civil Servie:The Specialist Economy favorite tech
23)Paper:wait what were we writing on?
24)Education:Oxford huh?
25)Gunpowder:Not really required but we need an army
26)Printing Press:Al Gore invented this to
27)Astronomy:Start building observatories
28)Scientific Method:I think you get something for getting this
29)Physiscs:Let Newton Be
30)Electrisity:and Franklin
31)Radio:100 year jump
32)CPU:another 100
Well that's all for the analysis. I just would like to request that people keep the discussion civil. I've seen the cottage specialist things get out of hand.
PART I) Introduction
There has been a lot of discussion of the relative power of the specialist economy vs. the cottage economy in a number of threads. For those who have an interest in the subject some of the most interesting threads are:
http://forums.civfanatics.com/showthread.php?t=177506
http://forums.civfanatics.com/showthread.php?t=178800
http://forums.civfanatics.com/showthread.php?t=179035
and
http://forums.civfanatics.com/showthread.php?t=158437&highlight=specialists
I also should note that I owe a lot to evYl and futurehermit for my understanding of specialists. But while many of there discussions have focused on very specific numbers and comparing them to the cottage economy there is I think a lack of overarching analysis that I aim to fix.
I'm going to begin with a series of claim about the specialist economy that I hope to prove, or at least provide some strong evidence for, in the remainder of this post. Then I will delve into a discussion of some of the more specific strategies for individual leaders. Finally I will end with a very detailed discussion of the specialist economy as applies to Russia.
1) The specialist economy while not better overall then the cottage economy is superior early and not as bad as is commonly thought late.
2) The specialist economy is much stronger in wars the cottage economy.
3) One of the greatest strengths of the specialists economy is rather paradoxically it's ability to generate much more money then the specialist economy.
4) Another one of the strengths of the specialist economy is that players have the ability to use more expensive and powerful civics then is possible or practical under the cottage economy.
5) The Philosophical trait is to the specialist economy what the financial trait is to the cottage economy, essential. You can run a specialist economy without it but you're really running, or should be running, more of a mixed economy at that point
6) The specialist economy, especially when paired with the Philosophical trait, will not only produce more great people then a cottage economy, but will produce better great people then a cottage economy, and utilize them more efficiently.
7) In online play where the early game is more crucial and there is an enormous amount of both war and improvement razing the specialist economy is even more robust then it normally would be.
8) In the specialist economy the fact that many of your cities have low hammer production is not actually a significant disadvantage since there are very few buildings that need you will need to build.
9) The specialist economy was actually intended and planned by Firaxis and given more power in the expansion pack.
10) The specialist economy is very reliant on only a few leaders in the game, and totally reliant on a few wonders.
11) Failing having the philosophical trait, your leader must have the industrious trait. In fact this can be a strategy if you are worried about picking up on the key wonders.
12) Given these previous ideas the specialist economy is superior not just to the cottage economy, but to the mixed economy as well.
Well that's what I'll aim to prove. I'll be using this numbering system throughout so if you post a response using the same system would be appreciated. Before I begin though a quick definition of a specialist economy.
A specialist economy is one where the tech slider is set VERY low at 0 or maybe 10%
PART II) The Specialist Economy
1) This is probably the most important part of my analysis. If as I claim the specialist economy is in the neighbor hood of the cottage economy under optimal circumstances and better in suboptimal circumstances then it makes sense that players use it regularly. If the cottage economy is simply much better then there's no point in the specialist economy. This raises the question: "Under optimal circumstances how good is the specialist economy?"
The answer to this question is very difficult to answer. Exactly how many beakers you're going to be producing depends heavily on the number of cities you have, and exactly what your target is. The best answer to this question was given by futurehermit in this thread: http://forums.civfanatics.com/showthread.php?t=178800
I will assume for the rest of this thread that you have read at least the first post in that thread. Actually this thread is the only reason why I though the specialist economy was possible in the first place. As has been said before his ideas awakened me from my dogmatic slumbers.
This analysis provides us with several interesting pieces of data. It shows that the specialist economy can generate techs at the rate of 1 per 5 turns, given a certain number of cites etc. The rate of 1 per 5 turns is fairly random, but I would find it hard to argue that that is a least a very good tech rate even if it is less then the perfect. I believe that this post demonstrates that the specialist economy can indeed be very strong. That being said I would like to add a few points to futurehermit's analysis:
A) Maybe the best way to conceptualize the specialist economy is when considering the different eras. In the classical era it's very hard to argue with the specialist economy. Cottages are in there infancy and specialists just get rolling quicker, especially if you make a B-line to the Great Library. In the Medieval Era things slow up a little bit as you still don't have Civil Service or some important civics. That being said neither do the cottages so I think it's still pretty even. The Renaissance may be the period of greatest strength of the specialist economy. With Oxford gotten and cottages still maturing, the specialist economy requires very few cities to be powerful. The Industrial Era though is when things get dicey. Cottages are becoming very powerful and the specialist economy is the same. There's just no getting around that at best specialist are a little less powerful then cottages.
It looks like in the modern era things go to hell in a hand basket. No matter how you stack it up needing 41?! scientists not in your super science city is a lot right? Now here is where I disagree with how futurehermit has set up his analysis. Assuming one super science city is correct but assuming that all other scientists must be in science cities is flawed. First with Mercantilism and the Statue of Liberty you can have 2 free scientist per any city. So if you have enough cities none need focus on science. Second, futurehermit assumes only 9 scientists in his super science city, I think he's still trying to use slavery, If you use Caste System by the end of the game 10-15 scientists isn't that hard. Now that we see that the specialist economy is strong in the beginning and weaker as the game goes on, though not disastrously weak, what about cottages?
B) When cottages mature completely they are definitely stronger then specialists. You have more of them in a city, due to food limitations, and they produce more commerce, 7 versus 6. That being said it take a long time for cottages to mature and even when they do they only beat specialists when you run at a high science %. An exact analysis of this is nearly impossible since it is hugely variable when cottages mature and how many cities you have. Now many people have pointed out that considering science at less then 100% unfairly penalizes cottages, I quote myself restating some one's point from another thread
Counting the science % as lower then 100 incorrectly penalizes the cottage economy because in a situation where that was necessary, i.e. where more money was needed, the specialist economy would also need additional specialists to be running as Merchants. In effect the since slider for a specialist economy is what % of the total specialists are scientists. IE if there are 10 specialists and 9 are scientists and 1 is a merchant the specialist economy since % is 90.
The problem with this logic is that the pure specialist economy actually has an economic advantage, see question 3, so that the specialist economy is always running at 100% science specialist while the cottage economy never runs at 100% science. This allows the specialist economy to average a better outcome even while not being as powerful per se. This brings me to war.
2) War wrecks a cottage economy. As the costs mount the science slider slips lower and lower killing you slowly even as you defeat your enemy. The specialist economy has no such trouble. Because of the ability to use things like the culture slider, which can be used in a specialist economy since you don't get science from the science slider, and the ability to generate more money, again part 3, the specialist economy can run just as efficiently during war as during peace. The implications of this are huge. In an average Civ IV game you spend a large amount of time at war and when your tech slider is forced down you have trouble preparing for your next war. With the increased money and happiness of a specialist economy you are able to preserve your tech during a war leading to an easier time in the next war.
The other big advantage a specialist economy has over a cottage economy is since your generating more money you can pay for upgrades easily which then allow for you to keep your armies longer and more easily transition from one war to another.
3) Well I've referred to this section numerous times and it is in fact fairly central to my whole agreement. It seems very counter intuitive to say that a specialist economy is better at producing money then a cottage economy. After all when you look at those cities you see all those little pictures of money bags and coins, but in the end your eyes are deceiving you. All those little coins you see and in fact tech beakers since in a cottage economy you are running a very high science %. Let's stop and review here for a moment my definition of a specialist economy. A specialist economy is one that runs a very low tech % like 0 or 10.
Now when the tech slider is at 0 the finance slider is usually at 100. This has several very important consequences. First, all the commerce you generate from trade routes or resources turns directly into money. At 90% tech only 10% of it turns into money. Second, and this is where the real incite lies, in a specialist economy you can build a hugely more efficient commerce city.
In a cottage economy whatever city has Wall Street and all the banks and other money boosting improvements still has one central problem, you're only counting a small % of the base commerce towards your wealth. In a specialist economy you can count 100%. The trick is to use COTTAGES. Yes that's right a specialist economy can make key use of cottages, what separates it form a cottage economy is that none of that commerce is going to tech. Instead you have a city that has a large number of cottages and all the wealth buildings. This city can generate enough money to account for a huge wealth lead.
Think of it this way in an in Civ IV we all know how powerful city specialization has become, this is another way to take advantage of that. The wealth city can also gain another enormous boost if we make it the capitol and run Bureaucracy. With that on to civics.
4) The civics you use with a cottage economy are fairly forced and not always as good as they could be. Moreover due to financial constraints you sometimes have to use less expensive civics then you want to. In a specialist economy you have more choice, and the few you are forced to use are better. Here's a breakdown by category:
Religion: No real requirement for either economy here the pacifism bonus stacks nicely with the philosophical trait but that's expensive even for a specialist economy. Organized religion is expensive, but that is affordable.
Economy: Cottage economies are forced to use free trade and then state property late to pay for conquests. Cottage economies also can't use mercantilism since they need the trade for the crucial use of science. Since specialist economies don't use commerce for science they are free, actually required, to use mercantilism which can be really powerful. A free specialist in every city is a way to generate a lot of commerce without really trying. Moreover since you don't have foreign trade routes you don't have to let the AI spy on you with open borders.
Labor: Both economies can use slavery early and it really is a push to who uses it best. The specialist economy must transition to caste system later but at this point slavery is too expensive to use. Emancipation only give a bonus if you rely on lots of cottages, and the unhappiness is late and easily countered.
Legal: Ah, here the cottage economy is caught in a bind. They must either use Bureaucracy to bump up a super science capitol and sacrifice science production elsewhere, or give up that to finally pass science specialists in beakers. Specialist economies have the run of the place though with four very powerful civics. This alone is one of the reasons you might want to use a spiritual leader aka Gandhi.
Government: Specialists get Representation and they get it early. They are absolutely forced to stay on it, but with the early happiness bonus that's not so bad. As for cottages they like Universal suffrage but have a hard time paying for many rushes. Sort of a devil's choice here, money and less ways to spend it, or no money and more options.
5) The Philosophical trait is unbelievably crucial for the specialist economy because of how the specialist economy uses Great People. In the cottage economy great people are tangentially useful to finish a building or research something, but in a specialist economy great people are your lifeblood. You will never never be able to keep a specialist economy super science city at a comparable rate to a cottage super science city without a large number of science specialists parked in the city. These are so crucial to your tech rate especially in the middle of the game that I would have a hard time thinking it wise to play without one. This brings me to great people in general
6) I said before that a specialist economy will generate more great people. The reason is the heavy use of science specialists. These specialists give you a larger pool of gpp then a cottage economy will naturally have access to. The real, and less obvious, advantage of a specialist economy is in what kinds of great people will be produced. Of the five types of great people two stand head and shoulders above the rest, engineers and scientists. Profits are close to useless after the first one, Merchants only bring a one time windfall, and Artists well they just blow. Engineers though can get you any wonder and scientists can enormously boost your science rate, especially when paired with Bureaucracy. In a specialist economy since you generate so many gpp by scientists most of your great people will be scientists, and since you have the pyramids early the rest will be engineers. Therefore a specialist economy will generate more and more useful great people then a cottage economy.
7) This one pretty much speaks for its self. In online play there are so many wars that cottages are a liability since they will get raised. Moreover the problems with the cottage economy and war that I listed earlier come into play. Finally the focus in MP on early games gives an early game strategy like specialist economies more of a boost.
8) Many people point to the fact that cottages generate hammers and allow more easily for mines to be worked as another advantage of the cottage economy. But in reality the different nature of the specialist economy makes this not really a problem. Lets take a look first at what your most important production cities are. In a Civ IV game you tend to have one city that is responsible for most of your unit output, with things like west point built in it, and another for wonder building, with things like the iron works or three gorges damn. These cites in either economy have basically no science output, well some with mercantilism, and are focused only on mines and production. In both economies these are basically the same.
The difference comes when considering cites that aren't as specialized, aka you average city. In a specialist economy these still have some specialists and thus less hammer production, in a cottage economy more cottages and more hammer production. But the real difference here is what needs to be built. In a cottage economy you need to build basically as many buildings as possible, to increase the science, and gold, output and reduce war weariness and costs. In a specialist economy you really only need science buildings, which are much cheaper due to the philosophical trait. You don't need banks since you produce little commerce. You don't need courts or jails since the economy is strong. You don't need very many happiness building because you can use some culture. This means that while the hammer production is low it is not really a disadvantage.
9) This one is more of a point of interest since at some point when developing this I started to feel that I was going against the game, which is never really where you want to be. Then I noticed a few interesting similarities. When ever I would come up with a different specialist strategy I would find that some leaders were much better for it then others. Further I would discover that there UB would also hold some help. This leads me to believe that some of these strategies were planned all along, which is really quite remarkable.
Let me illustrate the point as follows: Since specialist economies require either Industrious of Philosophical to work I looked at what leader had these. I noticed that only two civics had two leaders with one of these traits, Germany and Russia. Then I looked at what there unique building was and I saw they were two of the ones that gave specialist bonuses. This just seems to me to be too much to be a coincidence.
10) This one is a disadvantage. A specialist economy absolutely requires the pyramids and needs the great library and statue of liberty to boot. Beyond this it needs either Industrious or Philosophical to get the full bonus of its tech strategy. These tough requirements mean that if you want to use a specialist economy you better be prepared for a lack of early game flexibility.
11) This one is pretty self explanatory. The Industrial trait allows you to pick up more wonders and thus have more gpp making up for some of the loss of philosophical. Still I'm not sure I'd recommend it.
12) I believe I've demonstrated how a specialist economy is superior to a pure cottage economy, but invariably many people will counter dismissively by saying that they'd rather run a mixed economy anyways. Therefore I'd like to note some of the unique disadvantages of a mixed economy, think some specialists and a target tech rate around 50%. First, there are incompatible civics used by both economies. There is no way to run both universal suffrage and representation for example. Moreover this strategy still looses the wealth cities that make specialists so powerful. The only possible exception to this I can think of is Elizabeth
Well that's all for my analysis of the strength of a specialist economy in Part III I'll show how it relates to various leader ending with a detailed analysis of Peter.
PART III) The G8
Ramses II-Egypt) Ramses is really well situated for an early attack he has Industrious and Spiritual so he can get the Pyramids quick, hmmm. Moreover his UB come immediately and gives him access to a very good all purpose specialist in the priest. The spiritual trait and need to change civics also comes into play early so you can have a rocking economy right off the bat. Where his level of synergy gets scary though is with the UU this powerful early rusher got more powerful in the expansion and with all his traits and UB and UU working together with an early focused strategy he should wipe off 3-4 civics in one felt swoop.
Louis XIV-French) The French are always really snobby about their culture and Louis is no different. He may be perfectly aliened to set speed records for a cultural victory. From his Creative and Industrious traits to his UB witch give a free artist were talking some serious culture here. What's even better is his middling UU got a slight bump in the expansion as well, though I'd still only trust it so far.
Bismarck-Germany) One of the only two civics to have both a philosophical and an industrious leader Germany is well designed for the specialist economy. The Bis has Industrious and expansive, hmmm and expansive German, and really come into power when he gets his UB. With his sopped up factory he can now convert 5 people into engineers. With this you can take a science city and all of a sudden flip it to +10 base hammers while loosing only a little tech. This also come right around the time of Germany's UU the Panzer. Blitzkrieg anyone?
Qin Shi Haung-China) The Q-man has a nice UB as it is useful for both happiness and culture and his UU is still one of the tops, more tops now that England and Russia got hit by the nerf bat. Protective is a nice trait but doesn't really add anything to the specialist economy. In the end he somewhere in the middle of specialist leaders.
Alexander-Greek) Alexander is another early game specialist. With aggressive and an early UU he's ready to roll. Actually aggressive is one of the better traits to use with specialists since the whole strategy is based on lots of wars. Moreover he had philosophical which is still better then industrious. Alex's UB can also turn people into artists though it's not quite as good as China's
Gandhi-India) The Mahatma has a really, really powerful trait combo going and arguably the best UU. Spiritual can allow for some really nasty moves without loosing any time. The UB basically stinks but nothings perfect. In the end with spiritual and philosophical looking for Gandhi to be wielding those nukes in no time, spinally when paired with nice starting techs.
Stalin-Russia) The iron man may beat out Alexander for best war leader with a strong trait combo, still a fairly good UU, nerf incoming!!!, and the best UB in the game. I'll have more to say on the UB in a minute but Stalin cuts an imposing figure in the game and can largely back it up
Peter-Russia) They call him great for a reason. Before I said that under optimal conditions the specialist economy can't beat the cottage economy, now I'm going to take that back. With Peter and his terrifying UB there's a real threat of beating the cottage economy in every stage of the game. What makes that all the more likely is that Computers is an oddly placed tech and while technically modern I designed a tech order that get's it relatively fast. Ok 31st tech isn't fast but put it in yourself and see how many techs can be bypassed to get it. With the +2 FREE scientists, can't breath, having one of these in all your cities make you a tech god. Say hello to 4 FREE scientists in ALL your cities 2 form UB 1 from Mercantilism and 1 from the Statue of Liberty. 4 free scientists makes you able to create science at a really unholy rate. With a strong trait pair to go with it Expansive for increased health and population, and Philosophical still kicking ass, Peter gets a little scary. Even if you don't go with my crazy tech order, it's mostly just to make a point, you can still grab Computer's very modern making Peter strong early, strong late, and not to shabby in the middle. That friends is what we call game over. Here's the tech order:
1)Bronze Working:to chop rush Pyramids
2)Masonryyramids
3)Wheel:Connect cities
4)Agriculture:Build more pop
5)Fishing:Had to get it somewhere
6)Myst:for GL
7)Potery:why does writing require pottery?
8)Write:Tech on!
9)Alphabet:to trade for the tech not on list
10)Sail:required for some reason
11)Poly:again GL
12)Iron working:now some armies
13)Lit:GL!
14)Math:I wasnt good at Calculus
15)Metal Casting:Expensive
16)Compus:who likes boats?
17)Calander:nothing to say here
18)Currency:wealth city
19)CoL:everyone's favorite tech
20)Machinery:again look at the cost
21)Optics:Lot's O Boats
22)Civil Servie:The Specialist Economy favorite tech
23)Paper:wait what were we writing on?
24)Education:Oxford huh?
25)Gunpowder:Not really required but we need an army
26)Printing Press:Al Gore invented this to
27)Astronomy:Start building observatories
28)Scientific Method:I think you get something for getting this
29)Physiscs:Let Newton Be
30)Electrisity:and Franklin
31)Radio:100 year jump
32)CPU:another 100
Well that's all for the analysis. I just would like to request that people keep the discussion civil. I've seen the cottage specialist things get out of hand.