Economics 101

RegentMan

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What shall we research after banking? I am in favor of grabbing economics:

1. Banking 0/1617 :science:
2. Education 1652/4158 :science:
3. Economics 0/3234 :science:

Economics enables the free market civic, which gives us an additional trade route per city. And if we're the first to discover it, we get a free great merchant! :D Exactly what we need, in my opinion.

Or is there another route we may take?

:lol:
 
Just make sure we are behind militarily. BUt that seems a good route to take.
 
Economics is a long way, what about astronomy?
 
I'd like astronomy. Someone mentioned in the 1553AD discussion thread that we need astronomy to trade over the ocean. Some of our cities are very close to happiness and/or health limits at the moment and trading for the appropriate resources could make a big difference.
 
robboo said:
Just make sure we are behind militarily. BUt that seems a good route to take.

Huh? Make sure we're behind military, or did you mean remember we're behind? :lol:
 
RegentMan said:
What shall we research after banking? I am in favor of grabbing economics:

1. Banking 0/1617 :science:
2. Education 1652/4158 :science:
3. Economics 0/3234 :science:

Why would we research banking after banking? :confused:

If we have a shot at liberalism, we should go that direction and get the free tech. To make this decision we need to know our tech speed relative to the others, so the GNP number on the demographics page would be nice to know. The free tech can give us a compounded return if it's something we're willing to trade around, and if the right people are still talking to us.

If we are going to try to get a great merchant, we need to time having a boat available at that time. The biggest bucks will come from sending our envoy to a large city which is far away. One thing about the game that is dissapointing and surprising to me is that you don't get an ongoing trade route with the city your trade mission was conducted in, just a (hopefully big) lump sum.
 
Isn't settling a GM better in the long run? btw which cities are producing GPP? We could stop all GPP production but the Colossus's (in NPC right?), to get ourselves a GM.
 
NPC has 8 GPP per turn (total 308)
Fort Imp has 7 GPP (total 123)
BW and Auda City both have 3 per turn.

I don't think stopping GP production is a good thing - not least, it wastes a lot of investment we've put in FI
 
yeah, but at the moment NPC will be first anyway, right?
What type of GPP does NPC have?
 
NPC probabilities:

Engineer 50%
Scientist 39%
Merchant 9%

Currently working 1 Engineer and 1 Scientist. Only possibility of adding to specialists is 1 extra scientist (which I have asked for).
 
Getting a GE rules! Are there any wonders we could build with it (if we get one)?
 
dutchfire said:
Getting a GE rules! Are there any wonders we could build with it (if we get one)?

Don't think so, that should factor into our next tech move.
 
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