Commerce, gold, means the same thing.Wait...
Do merchants generate commerce or gold?
Do you like the techs that GMs unlock? Do the AIs pay well for them?
- O
Commerce, gold, means the same thing.
Do you like the techs that GMs unlock? Do the AIs pay well for them?
Actually you're right. Hackapell's counting is biased by the fact that he includes laboratory, which should not (comes long after, and we already have before 100% ultipliers). This is one of the main reason I thought of a transition scientist economy > merchant economy. Libraries come always faster than markets. But also later, grocer allow two erchants where observatory allows only 1 scientist.It's an interesting strat only markets, grocers, banks are extremely expensive.
After a month long analysis of the SE i came to the conclusion a specialist economy suck and isent better then a CE in the short or long run..
And everyone who claim it is better for war mongering is wroung
No, they are different. Commerce is generated by tiles and can be redirected to either research, culture or gold by manipulating the sliders. Gold is produced by such buildings as Markets, Grocers and Banks and only affects the amount of money you have to spend (ie can't be used for research or culture).Commerce, gold, means the same thing.
Actually you're right. Hackapell's counting is biased by the fact that he includes laboratory, which should not (comes long after, and we already have before 100% ultipliers).
The only reason I added Labs was that in more peaceful games(esp. space race) you may want it just to push your science to the last level or to add the final scientist to your city in a pure SE
No, they are different. Commerce is generated by tiles and can be redirected to either research, culture or gold by manipulating the sliders. Gold is produced by such buildings as Markets, Grocers and Banks and only affects the amount of money you have to spend (ie can't be used for research or culture).
Try this: in a cottage spammed city, build a bank then set the research slider to 100%. You will note that the bank did not increase your research, but you still have a surplus of gold left over (assuming you are not running at a deficit due to other factors).
I believe that the Merchant specialist produces gold rather than commerce but I am not sure. I am pretty sure a bank will multiply the income produced by a merchant, but that the sliders will not affect it.
Interesting. Whenever I build a bank, I can move my science slider up. I may have to do some research on friday on this and the economy itself. I'll be quietly dropping out of discussion until I can get that info. Until then...
GM's main purpose is to give you huge money, not techs. As I said, this is not a classic SE, the goal is not at first to generate GP tu bulb your way.
Suffers in the tech department? I've heard of Deity players actually keeping up with the AI until LIberalism and actually getting it in 500 AD!A 'classic' SE already suffers in the tech deptartment; and requires accurate lightbulbing and active trading to compare to a CE. If you are foregoing techs for money, you will compare unfavorably to both.
Money makes the word go round! Haven't you heard of that?!? Don't make me repeat that equation I gave you a few posts back.A pile of cash is only semi-fungible with other advantages you might want, and techs are worst.
You're asking the impossible, since the world builder gives you a max of 5000 gold. But obvoiusly, If your opponents are miles ahead of you in tech, you're dead. Space race, Impossible! Surviving on the other hand, shouldn't be too hard; remember all those powerful unit cost a lot of hammers. no matter how advanced, size always wins.If the above remarks seem unconvincing to you, start a game at your normal difficulty -- then open worldbuilder and give yourself 1 million gold*, and all the other civs will get the techs up to oh, say, Liberalism. Then try to win a space race. Or survive. Just getting to 1000BC will be educational.
well, in that case, you're dead, but explain to me why in any stretch of the mind, you would WANT to do this to yourself?And it gets worse! Give yourself 1 million gold -- and the AIs 20 macemen. Then try to reach 1000BC.
Piles of gold are only useful to a developed empire. In my evaluation, it is much better to be a developed empire working on cash management than a fledgling empire with piles of cash.
* or even more gold - ironically, despite the intuitive feel that gold is a very linear and discrete resource, once you have a sufficiently high amount more is useless (you can't run science slider at more than 100%; nations fear you are becoming too advanced and won't sell further techs; etc.)
Yes, it might, because the bank gives you more gold that can be used to offset maintenance costs. So, if you were operating at less than 100% (and aren't we all?Interesting. Whenever I build a bank, I can move my science slider up.
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Winston Hughes said:I won one of my few victories on emperor using this method, albeit from an excellent starting position with floodplains, fish and stone, playing as Gandhi (the king of Specialist Economics).
ironically, despite the intuitive feel that gold is a very linear and discrete resource, once you have a sufficiently high amount more is useless
What you say seems really odd to me: is not one of the point of an SE to work GPP in more than one city? This seems to me the main reason why a scientists SE can pop great scientists so often.This seems more like a supplementary strategy to me than a main one- having more than one city working on GPP doesn't really benefit you that much. However, it may be a good strategy to have your GP farm run a ton of merchants. Other than that, I'd run either SE with scientists or CE.
So it seems my intuition about working more cottage cities was not completly wrong. Good to hear that@ JujuLautre: Your description of the merchant SE is pretty much how I've worked it in my games, although I started laying down cottages in all of my newly built/captured cities after Liberalism (in preparation for a switch to CE as Emancipation comes online).
Glad to read that I' not the only one who enjoy changing and twisting strategiesAs I said, the scientist SE is stronger in most cases, but who wants to play the same old strategy over and over? A healthy civ diet includes a range of different economic strategies, imo.
And I forgot this one in my previous post... Shame on meTwo words: Universal Suffrage.
In no isolated start there no mach point of running merchants.
1. The Merchant SE does produce gold, so each merchant adds +3 gold to your income. Thus it allows you to raise your science slider by indirectly increasing the flow of gold into the treasury that then can be converted into either gold, reseach, or culture via the sliders.
2. Representation is quite useful(thanks Oracle-MC gambit!) as each merchant also assits with science, thus feeding both your treasury and your beakers. The Parthenon is helpful, but not essential. GM bulbs are also somewhat obscure, so stick with making lots of cash to run the science slider at max.
3.The cash influxes never last very long, as they are used primarily for upgrading defensive and offensive troops and for maintaing cities; secondarily for paying for the science slider, buy-rushing, and keeping your troops in the field.
4.Civics are important; however, with the 'mids, slavery becomes a non-factor and US becomes just as good. Also, letting your cities grow with this economy is crucial; stick with caste system all the way until Emancipation.(but by then you should have some markets in place.Right?)
Any comments are well appreciated.