Tecibbar
unliving
The basic concept of Wonder Economy is selling unfinished wonder to fuel a 100% tech rate in early game. There are several key points to run a successfully wonder economy.
1. You will need marble or stone near you. With resource, forge, organized religion, and industrial,
to
conversion with be 3:1.
2. You can build one wonder in ALL of your cities. Say building Pyramid, the trick is to cancle Pyramid in one city and the production queue, then you can build it in another city. The
won't be lost. In this way, you can stockpile the extra
from over whipping (like after whipping a swordsman) and from chopping. All will be easy
. Your could easily get 1000+ gold when someone else finished Pyramid.
3. Your capital will be your only cottage town and most of your
until around 1500 AD. You should try to build as many cottage as possible. Don't work on Villages until you get printing press or there are no hamlets left. Town won't give you much bonus. Get an early scientist and build academy there. Try to get Civil Service and Education ASSP both will improve
by 50%
4. Use Monary instead of Representative. You won't be running many specialist. A specialist will only give you 6
and 2
, compared to 12
if you work on a hill. 1
could equal to 2~3
Since one
could be transformed to 2~3
in your capital, while it takes much investment for one
to transform to more than one
. Another benefit of Monary is that your capital could reach a higher population limit. your other cities don't need to have a big population.
5. It's best your capital isn't at your border, you don't want your villages pillaged. Don't be afraid to expand, you maybe running at 20%, but as soon as you get that first bucket of gold, you will run 100% for the rest of your game.
6. After Biology, your National Park and National Epic will supply you with Great People to find coporation, which give you
. This could be a good time to transform to Normal Cottage/Specialist economy.
1. You will need marble or stone near you. With resource, forge, organized religion, and industrial,
to
conversion with be 3:1.2. You can build one wonder in ALL of your cities. Say building Pyramid, the trick is to cancle Pyramid in one city and the production queue, then you can build it in another city. The
won't be lost. In this way, you can stockpile the extra
from over whipping (like after whipping a swordsman) and from chopping. All will be easy
. Your could easily get 1000+ gold when someone else finished Pyramid.3. Your capital will be your only cottage town and most of your
until around 1500 AD. You should try to build as many cottage as possible. Don't work on Villages until you get printing press or there are no hamlets left. Town won't give you much bonus. Get an early scientist and build academy there. Try to get Civil Service and Education ASSP both will improve
by 50%4. Use Monary instead of Representative. You won't be running many specialist. A specialist will only give you 6
and 2
, compared to 12
if you work on a hill. 1
could equal to 2~3
Since one
could be transformed to 2~3
in your capital, while it takes much investment for one
to transform to more than one
. Another benefit of Monary is that your capital could reach a higher population limit. your other cities don't need to have a big population.5. It's best your capital isn't at your border, you don't want your villages pillaged. Don't be afraid to expand, you maybe running at 20%, but as soon as you get that first bucket of gold, you will run 100% for the rest of your game.
6. After Biology, your National Park and National Epic will supply you with Great People to find coporation, which give you
. This could be a good time to transform to Normal Cottage/Specialist economy.

. With hereditary rule for happiness you have to build 15 units to balance that. Even if they are warriors at epic that is 450 hammers added to the mids cost. and then the maintnance for those units starts to build up. 15 gold per turn eats into your hammer cash pretty quickly. Sixty-seventurns will cost you 1000 gold. Run one merchant specialist in each of those 5 cities for sixty-seven turns and you gain 1000gold plus 400GPP, PLUS 1000beakers. So after 67 turns you have spent your cash and now need to PAY 15gpt to support.
. A scientist specialist under representation provides as many beakers as a riverside fully developed town prior to Printing Press at 100% research rate. That is really strong in the early game.