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Smuggling in C4C ???

Ricci

Prince
Joined
Jun 17, 2007
Messages
556
Maybe the warehouse expansion is the only economic building in the game, when it automatically sells overflown goods to Europe. Actually, I believe this is the closest (if not completely obvious) to smuggling in C4C.. !!!
I was kinda happy when I found this "feature" in the game, no tax increase awareness due to smugglers locating your goods in europe; but making just 50% of the profit out of them.. beautiful !!!
I believe the game needs the introduction of some trade buildings, maybe this is just the opportunity to set up the good $ old custom house that allows you better control over smuggling, thus making you 75% profit instead of 50% (of course this profit is discounted from the tax you pay in Europe already).
What's your stand on this?
 
It's a bug and exploit. It lets you sell raw materials and everything without tax.
1. No risk.
2. No tax.
3. No Europe.
I don't think the game was made to be that way.
If you don't want tax, you can still trade massive amounts at a time on big intervals. That's one exploit nobody is in any hurry to fix :)
 
After a couple games, i just started to mess around with game settings. My first change was to extend my game time from turns 300 to 500. 500 is a bit too much, but i don't remember being so harshly pressed turn-wise in the original Colonization back then. Now i want to experiment with the warehouse overflow exploit. (Just experiment, otherwise i can easily change the tax rate increment to zero).How exactly does that work? rum sells @ 10 in Europe, i have 10 rum overflow, i get 50%, so i get 10x5=50 gold instead of 10x10=100? And the tax? let's say the tax level is at 50%. How does that impact the 'revenue' i get from the 'sale' of the extra 10 rum?

Thanks.
 
After a couple games, i just started to mess around with game settings. My first change was to extend my game time from turns 300 to 500. 500 is a bit too much, but i don't remember being so harshly pressed turn-wise in the original Colonization back then. Now i want to experiment with the warehouse overflow exploit. (Just experiment, otherwise i can easily change the tax rate increment to zero).How exactly does that work? rum sells @ 10 in Europe, i have 10 rum overflow, i get 50%, so i get 10x5=50 gold instead of 10x10=100? And the tax? let's say the tax level is at 50%. How does that impact the 'revenue' i get from the 'sale' of the extra 10 rum?

Thanks.

Well, first of all, nevertheless nacc's post above repetitively saying "NO TAX", taxation is very well involved and counting against your profit. The fact is, 10% of a warehouse overflow is automatically sold to Europe provided the item in cuestion is not boycotted, right. The profit you make will be 50% of that you would have made selling directly in European ports. Thus, your King's tax is discounted plus an additional 50% new discount, which nature is the main issue of debate as you have surely noticed in a couple of threads.
It seems that in any situation were you don't manually execute the transport of the goods to or from Europe a 50% tax/fee over the items being transported is charged. Happens, for instance, when you sell a treasure to your King within a port settlement; when you buy lumber and tools purchasing builds in a settlement; and in this warehouse overflow selling.
As for calling this an exploit, I'm not sure Buligo. For me an xploit is something disproportionate which you will end doing any time and in any situation because it will always be in your best interest; i.e: playing the AI as you know how she is going to react and do in certain situations. This I strongly believe is not the case here. I will not repeat my own words from other threads again,but if you are interested in these matters, and what other people think about it too, consider referring to:

http://forums.civfanatics.com/showthread.php?t=294386
http://forums.civfanatics.com/showthread.php?t=293257
 
Does it a bug???
Or is it just a new intentional feature???
 
Thanks, Ricci.
I tested a bit the overflow thing, and it is as you claimed.
Now, i am thinking about not letting the tax rise above 10%, so to give me some leeway early in the game when i really really need some quick, hard cash, and later, with the tax at 10% (or lower if i'm lucky) i will try to export all my finished goods via overflow only. Then i should be able to notice the difference between the two trading 'systems'.
Anyway, later in the game i really don't need much cash, since i am self-sufficient, and i rarely buy more than one Specialist of any kind in Europe, because they are so cheap, and i have tons of converts/spawned free colonists to send in the Uni.

@ diavolorosso: it's not a bug, it's an exploit. It is working as intended. Only, something better should have been....intended, IMO :)
 
One of the interesting economic features of the game is that the more of a good you sell to Europe, the lower the ask price is over there. I started a game focusing on silver (simple resource, high ask price (to start) and doesn't require processing into more valuable goods.) Within about 50 turns and selling upwards of 500 tons to Europe, the ask price of silver had fallen to 3.

I don't know if the Overflow feature affects goods prices. If it does, then all of your goods will be sold for .5 each in no time. Sure it's easy money, but I don't think it'll be enough to support the War.
 
Welcome to the Forums Drewman626. :beer:
 
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