$0.00 Budget?

Daaraa

King
Joined
Oct 5, 2001
Messages
801
Location
Saint John, New Brunswick, Canada
Do most of you keep just enough in your treasury for one turns expenses or do you keep hording money throughout the whole game?

I've usually horded money until just before the space race.

:confused:
 
I spend it as I need it - but like to keep around 5,000 on hand in case of emergency (of course I won't have theis much until I get into a fully trading Republic). Having a lot of money helps to resist city and unit bribing by others.
 
I usually spend most of my income on improving my cities during my republican/democratic phase. So I don't really have a reserve for like emergencies until maybe somewhat towards the end when my cities are well-improved. Then I'll take the AI cities and begin improving them too.
 
In the game I've just finished - which was on Prince level by the way - I had an income of nearly a thousand every turn after I had discovered fusion power so that there was no way I could end up with partisan barbs. I had 5,0,5 in my democracy and the cash just piled in (discovery in 3296 turns :D). I managed to buy the vast majority of my SS parts and then, once I had launched it, visited the French empire with a whole gang of diplomats and subverted all their cities but the capital. Even after all this expensive entertainment, I still had 4000 or so gold at the end. Although having lots of money will have an adverse effect when another civ demands tribute or a barb ransoms your city, I find that the ability to build a good defensive unit in a single turn far outways this and has saved my cities many times.
 
I used to hoard my gold, sometimes having 10,000+ by the time flight came around. Now I rushbuy units all game long. In the early game, I like to have 1000g on hand. Most of this comes from tribute. By the a.d. years, 2000g. Once the space race begins (the AI usually doesn't have flight yet, so it isn't much of a race ;) ) more gold is welcome.
 
by sodak:

I used to hoard my gold, sometimes having 10,000+ by the time flight came around. Now I rushbuy units all game long.
One of my defenses against barbs (when I have lightly defended cities) is to have a small account at the end of the turn. The sack ransom is much cheaper. Or else just go recapture your city back form the barbs. Of course, most of my fights are forced on terrain of my choice, but when the Sea Barbs are raging, be careful I don't build the Great Wall, BTW).

I tend to keep 100-200g in reserve for bribes, unless I'm well defended (then I'll keep more).

AI bribing is no longer an issue for me, as i never allow the AI to get never my cities with a enemy dip/spy, esp. before Democracy. ;)
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I basically just collect gold. Thos only problem I have is when I get 32K and it overloads the boundry. Then I rush buy everything which can take 10 to 15K per turn for all my cities. If there was an easier way to rush buy all cities that would be helpful. Especially during a war when I need, really want I usually have enough, units.
 
I used to hoard my gold, sometimes having 10,000+ by the time flight came around.
I generally shoot for a 10,000 gold income per turn around flight. In large map late games, a general target for me is around 60,000+ science and 20,000 gold (minus expenses), though it often exceed 30,000. In Civ II MGE (5.4.0f), 32,000 is not a cutoff. When your turn begins, all gold in excess of 30,000 is truncated. You can build 60,000+ during the turn, however, by delivering freight. Depending on the FT being researched, I'll deliver up to about 32,000 gold/science in order to gain the advance (FT 168 or so costs 32,000 beakers, before the rollover).

PS, I need all this gold, and still wind up short at times, because in late game, almost nothing is "built" ... it is RB'd or PRB'd. ;)

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help me out here,
how the ???? do you gain 10.000 gold per turn???

especially when i´m playing on large maps and my civ is all over the map, i don´t manage to be rich!
 
Basically: Roads, Railroads, the right Wonders, Airports and trading. The best trading is overseas, even if this means just a few squares difference. If you want enough cities to make this kind of income possible then Adam Smith's is pretty much vital. You can pay for all the temples that are keeping your democracy/republic happy (with Mick's of course) and also all the marketplaces that will boost the trading between cities. Many people just won't do this though, as having enough cities to pull in over 10,000g a turn requires ages managing each one and they become bored. I say: if you're bored with civ-building, save the game and try and take over the world, coming back later to finish off your growth, even in small chunks.
PS - don't do this on the GOTMs as an advance knowledge of the map is cheating.
 
10.000 gold/turn??? Usually if I have above 1000 gold I consider myself rich enough to lower the taxes and get some more research. The gold won't be of any use if it's just stockpiled.

Of course some reserves could come in handy now and then, but I prefer to get the benefits of a good economy as early as possible.
 
That 10,000 gold by flight was back in the days when I'd play the whole game in monarchy and communism. Now I will use democracy, and occasionally republic, for long stretches. Even if I rake in 1,000+ gold per turn, I spend most of it. 2-turn caravans, improvements, barbarian "recruiting" with diplomats/spies, etc. An pile of a few thousand is plenty unless I plan to bribe many enemy cities, in which case I save up.

Starlifter, another way to avoid losing much if barbarians threaten your new cities is to keep a diplomat within range of all cities. Buy a barbarian or two, kill the rest, and the city is safe. Usually this is a profitable undertaking, as the leader almost recoups the cost of the bribes. Sometimes, tho, I've been caught spending hundreds to keep my village safe. O well, over the long game it pays off. Tho bribing to liberate a small city from the barbarians is indeed sometimes better.
 
Originally posted by adamsj
I try to have money to buy for a Wonder which is important and is about to be build by an enemy and basically have money for when I need it !?!
You get a much better price for rushbuying caravans. Store them up for rush building wonders. A wonder will cost the #shields x4 gold, a caravan approximately #shields x 2.5 gold.
 
by WUM:

help me out here,
how the ???? do you gain 10.000 gold per turn???
That is gross gold, BTW. And I do not get 10,000 gold on every map... it ain't gunna happen on a small map, like GOTM 9, for instance. But on a large map, it is very "do-able".

The answer is, of course, trade and trade routes. duke o' york mentioned it in an overview mode.

Even if I rake in 1,000+ gold per turn, I spend most of it. 2-turn caravans, improvements, barbarian "recruiting" with diplomats/spies, etc
Exactly. Ditto for me. I spend most of my money, by far, on RB and PRB improvements. Until the very end-game, I never have "enough" gold. Gold can do almost anything in Civ II, so it pays (no pun ;) ) to learn how to raise it efficiently (e.g., trade, trade routes, democracy, improvements, allies, conquest, barbarians).

Starlifter, another way to avoid losing much if barbarians threaten your new cities is to keep a diplomat within range of all cities. Buy a barbarian or two, kill the rest, and the city is safe.
Writing and Dips are a high-priority early game target. Roads allow fewer dips to cover the same number of cities, too. Bribed barbs will probide more than enough early game units on "Raging Hordes".

Tho bribing to liberate a small city from the barbarians is indeed sometimes better.
I don't lose cities to land barbs anymore, but sometimes a Sea Barb can get a city before all my units can respond. I fight land barbs before they reach my city radius, or at least before they reach the city. I usually set a trap for the leader, too, to fund my effort. In GOTM 9, I've been getting lots of NONEs with my ships/dips parked near Egypt, which has undeveloped terrain and generating tons of barbs in clumps. The unstacked barbs and their ship are bribed, and the stacked ones are lost when they attack the AI. But the escaping leader is then "mine" :lol: .

My original point about gold/barbs was that if someone is apt to lose a city to a barb sacking, the price to prevent a key sacking is much lower if you have a small treasury. I don't normally use that in my games, as my empire becomes an elaborate "barb filter" to "strain out" the leaders... in effect, barbs=ore and leaders=refinement. ;)

You get a much better price for rushbuying caravans. Store them up for rush building wonders. A wonder will cost the #shields x4 gold, a caravan approximately #shields x 2.5 gold
You're a refined player, Sodak... the advice is excellent!!

The underlying principle which several posts have touched on in thei thread is to save gold and/or be efficient. The 10,000 gold per turn comment I made is quite doable, and it is gross. Expenses are deducted from it. To get as much net as possible, Adam Smith's, RB, PRB, IPRB, Barbs, Extortion method, etc.... all contribute. The IPRB (Incremental Partial Rush Buy) method Sodak described is highly recommended to win key wonders like MC in a tight race... but you must plan ahead.... if you wait until it's too late, you have to squander the extra 150% gold, not to mention the shields unused times 4, to get the wonder. Certain wonders are worth a RB, but lots of early-game critical gold is also wasted :(.

:cool:

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The devil is in the Details, as they say....

Feel free to search about trade/democracy, etc. (use my name as a search parameter can help narrow the search). I've written volumes, so I'll avoid a whole new 10,000 character post of rehash. These links may get you started, and have more views than just mine, too:

Trade:
http://forums.civfanatics.com/showthread.php?s=&threadid=5793&highlight=democracy

Gold and Science details:
http://forums.civfanatics.com/showthread.php?s=&threadid=6033&highlight=democracy

Democracy vs. Communism discussion:
http://forums.civfanatics.com/showthread.php?s=&threadid=790&highlight=Democracy

My "Power Democracy":
http://forums.civfanatics.com/showthread.php?s=&threadid=854&highlight=democracy

Democracy at War:
http://forums.civfanatics.com/showthread.php?s=&threadid=843&highlight=democracy

Here is an ongoing succession game, with download examples:
http://forums.civfanatics.com/showthread.php?s=&threadid=4510&highlight=democracy

Here is a GOTM6 link, with download examples:
http://forums.civfanatics.com/showthread.php?s=&threadid=5838&highlight=democracy

Here is a GOTM8 link, with download examples:
http://forums.civfanatics.com/showthread.php?s=&threadid=5145&highlight=democracy

:)

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Starlifter, you say that you don't lose cities to land barbarians anymore. Is there a method to be fool-proof to those annoying "a dozen barb horsemen appear out of the blue (or rather black) and wipe out my second city" events?
 
I, too, never lose a city to barbarians - except that rare coastal city that gets a surprize visit from a pirate ship.

Basically, defend your settlement! Escort your settler with a phalanx or whoever is at hand so that you have someone there immediately. Or send a diplomat along to bribe anybody who approaches. This is great because you often get the leader, which pays for the bribe. If terrain is rough, sometimes just parking somebody on good defensive terrain nearby will absorb any hostilities directed at your new town.

This is also good practice with no barbarians in sight. When you settle, any nearby AI civ at war with you will immediately dispatch bad guys to your new town. (If you don't already know, the AI has knowledge of the entire map.) They can often get there before you would have built a defender. :eek:
 
The Last Conformist:

Starlifter, you say that you don't lose cities to land barbarians anymore. Is there a method to be fool-proof to those annoying "a dozen barb horsemen appear out of the blue (or rather black) and wipe out my second city" events?
After taking a particular beating several months back, I reprioritized some of my efforts, and made friends with the barbs. So much so that if I don't play "Raging Hordes", my early game is actually hurt somewhat (as I found out in a recent GOTM).

My general method is to assess the terrain and determine where the barbs are going to come from. As soon as possible, I begin setting up defenses... which consist mainly of key roads. The idea is to fight barbs outside my city, not defended within... if they lose, then a pop point is not lost. When the initial assault is over and the leader exposed, I get the leader with either a newly bribed unit, of one of my incoming helpers. This nets me 150g.

My early tech is important.... writing generally at the earliest opportunity that does not interfere with Monarchy. If I'm going for direct early republic (not too common), then writing in on the way anyway. But Dips are the key to many barb aggressions. Make sure that they can cover any of your cities in one turn.... this means roads, unless you want to spend a lot of shields and make lots of dips.

I count on barbs coming, and even set traps, pincher movements, multi vector homing horsemen, etc. Roughly one in five leaders gets away, or must be killed in a stack because I can risk an assault on a city.... this is most common with legions, in general.

So there is no "fool proof" method, but I really don't see a dozen horsemen coming in at one spot at one time. But if the do, use dips to bribe the uncovered ones and kill the others till you can control the horde!

Combine my stuff above with Sodak's advice, and you have the basics of barb traps. Be sure to get the leader! It funds the bribes, often with a profit!!

BTW, I also "troll" for barbs.... ships with dips that rush to barbs near AI cities to get NONEs and kill the leaders.

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