Failure Gold

MarcoPollo

Warlord
Joined
Feb 26, 2010
Messages
112
As I progress up the difficulty levels, I find that I am relying on failure gold to boost my economy before I get to currency (when I just build wealth).

This works even better if I have the strategic resources (and or IND) associated with each wonder. For instance, If I have stone, I will build pyramids even though I know I will fail to get it. For each hammer invested you get double (quadruple with stone and IND) failure gold.

Sometimes I am pissed off if I actually build a wonder that I was anticipating failure gold for.

I was wondering if people have any well developed strategies surrounding failure gold?
 
1. Do it as often as you can even after Currency. Having a bonus resource and building a wonder associated with it >>> building wealth (long-term).

2. Do it with National Wonders as well.
 
On the subject of being pissed that you got the wonder, the simple answer to that is stop building it one turn from completion. And immediately start building it in another city for even more failure gold!

In one of Kossin's DR games I remember the Maoi statues got part-built in about 4 cities before finally getting completed somewhere. :lol: I don't know if that's the record.
 
You don't get quadruple failgold with resource + Ind, just +150%. Much better than the +0% you get from Wealth.

It is often worthwhile to research Masonry early even without a quarryable resource, simply to unlock some wonders to invest into before currency.

When I build wonders, I do worry about production decay. Does anyone know how that works? In particular IIRC the decay is based on when you start building something, but obviously does not happen so long as you invest every turn. Can you take small breaks without loss?
 
You don't get quadruple failgold with resource + Ind, just +150%. Much better than the +0% you get from Wealth.

It is often worthwhile to research Masonry early even without a quarryable resource, simply to unlock some wonders to invest into before currency.

When I build wonders, I do worry about production decay. Does anyone know how that works? In particular IIRC the decay is based on when you start building something, but obviously does not happen so long as you invest every turn. Can you take small breaks without loss?
It's 50 turns I believe for buildings.

How do you get failure gold from a National Wonder? Just by finishing it yourself in a different city?
Yes.
 
Wreck

Industrious does have a small bonus on building wealth, because forges come fast.
 
Industrious does have a small bonus on building wealth, because forges come fast.
A forge's bonus applies to investment into wonders and thus failgeld, too. So failgeld for an IND leader will always be more than Wealth.

Kossin, I've seen the number 50 turn mentioned before. I am interested in the details of how it gets applied. Is it scaled to game speed? Is it, as I think it read somewhere but not sure, applied based on the starting turn of the build? Or is it 50 turns of non-building (regardless of spacing) and then you get decay? And either way, is there any way to stop decay once you are into the 50 turns? I.e. will it happen even if you keep building the building? (I've never noticed decay of something I am building, but I rarely leave anything other than maybe the Pyramids in a queue for 50 turns.)
 
Yeah, you can stop the decay if you go back to building it. 50 turns is usually so long on any reasonable gamespeed that it doesn't matter, so the rule of thumb becomes to really watch out for unit decay, but buildings are fine.

If you have a resource/industrious, failure gold can always be worthwhile. And yes you can do it with national wonders, build part in a different city and finish elsewhere. It's something the game could do without because it is just micromanagement. Easiest change is just making wealth etc... build at a 2:1 rate, though I personally always favored reducing forest chop yeild and rebalancing things if necessary around that.
 
A forge's bonus applies to investment into wonders and thus failgeld, too. So failgeld for an IND leader will always be more than Wealth.

You said the bonus was 0%. It is not 0%. It's more like 90 hammers and the 25% universal hammer boost comes faster.
 
I've never read a post about hammer decay tbh...

What I remember is units decay after 10 turns and buildings after 50 turns on normal speed... it does scale with speed (just tried a Quick speed game).

When you resume the build the decay stops as long as you're putting hammers in it but the moment you take it out of the queue it continues decaying.

Not sure how many hammers decay each turn and/or how that's calculated.
 
So a Bureaucratic/IND capital could be an excellent source of failgeld. And this might be an area to exploit if you have the resources.

This would probably work better on isolated starts when you don't need to build a big army but needs to focus on economy due to no trading partner.
 
2. Do it with National Wonders as well.

I've always considered this an exploit. So, I almost never use it, except maybe just to see how powerful it is. Obviously this is incredibly powerful. Maybe I'll get desperate on Diety and go for this tactic.
 
So a Bureaucratic/IND capital could be an excellent source of failgeld. And this might be an area to exploit if you have the resources.

This would probably work better on isolated starts when you don't need to build a big army but needs to focus on economy due to no trading partner.

Unless you have barb problems/early conquest why would you have a big army in Bureaucracy times?
 
One other thing to remember: OR production bonus also applies to wonders/Fail gold.
 
I've finally broken the new guy wonder addiction. Now I see the need to build so many more things that I find it hard to work in a wonder for fail gold. This is more pronounced with the national wonders. Sometimes I get so caught up in a plan that I forget about national wonders until much later.

So when do you work those in. How can you justify a wonder for fail gold when you can bust out some more settlers / workers / units?

Do you put whip overflow into the wonder or is this a terrible idea?
 
You justify it by needing the gold, and you will need the gold.
 
So when do you work those in...?

Whenever you might normally build wealth, or to a lesser extent run a merchant. With a 4H hill, building wealth gets 4G per turn, pulling the citizen off the hill to work in the market gets 3G per turn plus some GPP, IND fail gold gets 6G, resource-boosted fail gold gets 8G, IND RBFG gets 10G!

What's not to like? Apart from you have to wait for the gold, and it's just a teensy weensy bit exploity :lol:

Edit: About the forge, OR, etc. those boosters just add so they're no more benefit than when building wealth. E.g. forge (25%) in the 4H hill example is worth 1G more building wealth (5G) and also 1G more for Louis building the Pyramids with stone (11G).
 
Edit: About the forge, OR, etc. those boosters just add so they're no more benefit than when building wealth. E.g. forge (25%) in the 4H hill example is worth 1G more building wealth (5G) and also 1G more for Louis building the Pyramids with stone (11G).

Pretty sure building wealth does not gets OR bonus.
 
Ah yeah, good point. All the others though, factory, coal plant, ironworks. Man, you could even get fail gold on the ironworks :crazyeye:
 
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