allowed units?

TheWhiteLynx

Chieftain
Joined
Nov 4, 2006
Messages
3
I changed from depositism to the Rupublic a little while ago and I had In depositim 38 allowed units I then after switcheing find im losing 54 gold a turn because I have 0 allowed units why is that? how do you get more allowed units?
 
In vanilla civ3 you have no unit suppoprt for rep or demo. You do in C3C for Rep.
 
TheWhiteLynx said:
I changed from depositism to the Rupublic a little while ago and I had In depositim 38 allowed units I then after switcheing find im losing 54 gold a turn because I have 0 allowed units why is that? how do you get more allowed units?

Forget about allowed units. (I prefer to call it "free unit upkeep" ) Check your total commerce yield. If you are planning it right, your total commerce under republic should be so much higher than under despotism, you can afford to pay gold per turn upkeep for your units while at the same time spend more absolute commerce on science.

Move around the sliders in the F1 screen to free up a % of your science for gold that goes to unit/building upkeep and treasury.
 
Oh yes, I used to run into this sometimes when I first started playing. You'll probably also notice that those larger cities you have all of a sudden have started rioting because, unlike under despotism, there is no more millitary police under republic.

Possible causes:
1. not enough cities. Lots of cities, means more income, so you can support more armies.

2. not enough roads. Even if you have lots of cities, they're not producing enough gold for you.

3. you have many units you do not need. You do not need units in EVERY city. Core cities don't need garrison units, especially since under republic the benefit of millitary police no longer applies.

4. you have built too many things like temples and granaries and things that cost money per turn. You should never build those unless you absolutely have to and not untill you have the funds to support them.

To avoid this usually the simplest way I found was to go straight for republic as soon as possible and switch early. This way you'll learn to grow and buildup based on the income under republic and not get settled into a despotism.
 
You will be losing gold, but unless things are pretty bad, you should be making more gold than you were under despotism. it can happen that despotism is better than Republic, but it's usually something that you outgrow pretty fast once the food penalties are removed.
 
I think if you have to drop your sliders, especially for research, and increase your income and luxury then there's something wrong.

If you have to drop research at any time under 6 then you're definately spending money somewhere where you shouldn't be. Mine usually stays at 6-8 the entire game.

Luxury should almost always be 0, only time I set it to 1 is if I'm severaly short on luxuries and need to keep some bigger cities happy.
 
Decebalus said:
I think if you have to drop your sliders, especially for research, and increase your income and luxury then there's something wrong.

If you have to drop research at any time under 6 then you're definately spending money somewhere where you shouldn't be. Mine usually stays at 6-8 the entire game.

Luxury should almost always be 0, only time I set it to 1 is if I'm severaly short on luxuries and need to keep some bigger cities happy.

If you can, you should of course try to get yourself in a situation where you can have 0% lux tax, or even better, 100% SCI

But that is assuming an ideal situation. I move my slider around a lot.

See, with the lux slider up, I can keep my cities productive, so they can build up an army that I can use to conquer the lux resources I need to bring my lux slider down again. But than as war weariness is rising, I have to bring up the lux slider again, until I am in an optimal position where I can declare peace with my rival.

At the start of the game I move the lux slider back and forth every other turn or so as my cities grow, pop a settler, grow again, etc.

It is no exception to have 30% lux.

Anyway, it is usually better to use the lux slider than to build temples and chathedrals.
 
I think that the preferred lux slider setting is also related to the difficulty
level. Specifically, the number of citizens in a city which are born
content, or unhappy.

At lower difficulty levels, there are fewer citizens which are born unhappy --
that is, as your cities grow, they do not automatically have a happiness
problem. At the higher levels, you can begin to have unrest as the city
approaches size 6, and so you are faced with choices:

-- change citizens to specialists, city-by-city, which makes them grow
more slowly and reduces shield output
-- keep military units in the cities for military police, if your govt supports that
-- use the lux slider to pacify all your cities
-- get more luxuries hooked up, and build marketplaces to multiply their
effects

The fourth option is very good, but it takes time to get going.
Many players feel that the third option (even though it comes at a cost
of reduced gold or science) is better that the first, because it keeps
your empire producing things it needs -- more citizens, units and improvements.
 
MAS said:
Forget about allowed units. (I prefer to call it "free unit upkeep" )

I was wondering about that one. I started looking at them the same way.

So if I got this right; to have more units than you are allowed to have only effects the amount of gold you have?
 
Kaleekanoka said:
So if I got this right; to have more units than you are allowed to have only effects the amount of gold you have?

Yes, for each unit above the free-upkeep-limit you have to pay one gold per turn in upkeep costs. (In the conquest expansion this is changed to 2 gpt for republic, but republic gains 1/3/4 free unit upkeep in return)

The limit is 0 in republic, so all units are above the free-upkeep-limit.



You can also look at it as a type of gold that can only be spend on unit-upkeep or be wasted, but is not effected by corruption.

So if you have a size 12 city, assuming no corruption, and assuming you put a road on every tile that a citizen is working on, this city will yield 12 commerce.
Under monarchy, you get a 4 gpt bonus, but those can only be spend on unit upkeep. If you don't have 4 units, the 4gpt bonus will simply be lost.

Under Republic, you gain 12 commerce bonus for this city. This could be turned into 12 gpt if you set the SCI slider at 50%, the (assuming no happiness issues) and 18 gpt with a market. So the same city could pay the upkeep of 18 units under republic! 4.5 times as much. While still sending turning the same amount of commerce (12) in science beakers.

And if you have no need of 18 units? then you can up the SCI slider and the bonus will become science, and is not lost.

The catch is that the republic bonus is effected by corruption. so in the end you don't exactly get a 12 or 18 gold bonus in every city.
 
MAS said:
Yes, for each unit above the free-upkeep-limit you have to pay one gold per turn in upkeep costs. (In the conquest expansion this is changed to 2 gpt for republic, but republic gains 1/3/4 free unit upkeep in return)

The limit is 0 in republic, so all units are above the free-upkeep-limit.

I don't understand this. If the republic limit is 0, what's this 1/3/4 free unit upkeep you're referring to?
 
Yes you're right. So under despostism and some others you're allowed to have "Free" units. The number of these depends on how many cities, and how big each city is.

These numbers are not correct, but just as an example, say a small village can support 1, a medium town (6+) 2, and a city (12+) 4.

Then if you had say 10 villages, 10 towns, and say 10 cities, that means you would be allowed to keep 1*10 + 2*10 + 4*10 = 70 unites for free! No money per turn to pay them at all.

I you however had say 80 units in total, 70 are free, and the rest 10 costs you $10 per turn to keep.

Problem with switching to republic is that the unit support is different then despostism. Again not sure on the numbers, but for the sake of the example say there is now 0 unit support from all village/town/city.

That means that now you'll be paying $80 per turn to support your armies, instead of the $10, because you get no "free" units. :)

Makes sense now?
 
In C3C, there are free units for civilisations that are Republics. 1(free units for each town)/3(free units for each city)/4(free units for each metro)

There are no free units in vanilla or PtW when in Republic though. I think that it what MAS meant to say.
 
OK. All this time, I've been reading that there's no unit support in Republic, and I could never figure out why my advisor screen always listed a number of allowed units (that was above zero). So there is some unit support for C3C Republics? And anything above that number costs 2 gpt to support, right?
 
Code:
                                 Free units per  | upkeep per unit 
                                 Town/City/metro | after free upkeep.
-------------------------------------------------|-------------
Republic in vanilla/Civ3:         0/0/0          | 1 gpt
Republic in Play the World/PTW:   0/0/0          | 1 gpt
Republic in Conquest/C3C:         1/3/4          | [B]2 gpt[/B]
                                                 |
Anarchy in all versions:          0/0/0          | [B]0 gpt[/B]
Despotism in all versions:        4/4/4          | 1 gpt
Monarchy in all versions:         2/4/8          | 1 gpt
Democracy in all versions:        0/0/0          | 1 gpt
                                                 |
Communism in vanilla/Civ3:        2/4/8          | 1 gpt
Communism in Play the World/PTW:  2/4/8          | 1 gpt
Communism in Conquest/C3C:        6/6/6          | 1 gpt
                                                 |
Fashism (conquest only):          4/7/10         | 1 gpt
Feudalism (conquest only):        [B]5/2/1[/B]          | [B]3 gpt[/B]
 
Back
Top Bottom