A little milking tip for C3C

Moonsinger

Settler
Retired Moderator
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Apr 22, 2002
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Location
Iowa
I recently notice that policemans are very useful on squeezing out the maximum gpt in cities with corruption of 50% or less.

1. Basically, during the micro management round, I go to the city view and turn all specialists into tax collector. Of course, except for a few entertainners here and there to keep the city 100% happy, everyone else are tax collectors.

2. I notice the maximum number of uncorrupted gpt of that current city can produce.

3. Now, I start turning tax collectors into policemans and slowly notice that the number of maximum uncorrupted gpt increasing per city. Just do this city by city - just look at the uncorrupted commence that isn't in red color in the city view screen.

I usually was able to squeeze out on an average of 5 extra gpt per city that has less than 50% of corruption. If you start doing this for about 50 cities, those little extra gpt here and there would add up fast!:) For city with more than 50% of corruption, the tax collectors would produce the most gold and policemans are useless. Btw, other than the gpt bonus, policeman does also help increase the shield production too.:)

PS: Have I posted this thread in the wrong forum?;) Don't think so! I think you guys would benefit the most from this, the rest of other casual players probably don't care much about these boring micromanagement step anyway.;)
 
Thanks for the tip, I noticed that at times policeman were very useful but didn't know the percentage of corruption at which they are no longer effective. Knowing that will be very useful. Before getting to the real milking phase I have been experimenting with staying in Monarchy and setting most of my specialists to scientists. It seems to work but my current game had my core develop very slowly because I switched where the new palace was going. The palace wasn't moved until 500 AD, I'm only in 820 AD and the principle core cities are just now getting libraries and universities so I'm researching Industralization at 6 turns instead of 4. Once the core is fully developed and I optimize the rest of the 300 odd cities we will see if I can get back to 4 turn tech research.
 
Please note that the 50% borderline was just my guess, the actual % may be 40% or 60%. I'm not sure about the exact #. When it comes to Math, I'm very lazy!
 
Policemen act on base commerce, which is then acted upon by city improvements. Marketplaces, Banks, and Stock Exchanges all give their bonus to the commerce the Police provides. So 1 Commerce can count up to 250%, and because of rounding can end up being 3g.

This same principle applies to the commerce towards research, and with shields for production. So a Policeman in a well developed city can produce 2-3 beakers/gold and 2-3 shields. A good method to get those improvements built to make Policemen worthwhile is to use Civil Engineers to build the improvements, or even just switch to Communism.
 
Further monkeying around with it shows that in some core cities, policemans work best; in some other, other tax collectors work better. I think my number was way off - when it comes to Math - I don't do it. Basically, I just turn them all into tax collectors, then slowly switching some of them to policemans to see what happen....If it doesn't work, I switch back.
 
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