Better Tech. in Fundy Govt.

Morgasshk

Warlord
Joined
Jul 6, 2001
Messages
272
Location
Brisbane, Qld, Australia
There's no reason for you to be getting less science in a fundy govt (ok, only a bit but not that noticebable... all you have to do is follow a couple of rules...

Before you get fundy (from building the Statue of Liberty is the way I usually do this) before this make sure you build Adam Smiths Trading Co... this will stop all the pidly city improvements costing you money then go crazy building a temple, library and marketplace in every city - marketplace will keep people happy and generate a bit of money, the temples will instantly start turning money for your civ when fundy starts, and with all the libraries it will be producing a little extra scienece for you....

Now that your getting extra money from the temple tithes build up big on uni's... (take your tax down to 0% and crank science up to 80% and have you lux on 20%... people will be happy from the marketplaces, colleseums and banks you are going to build and no one is unhappy in fundy anyway)
as said above build everything that will get you more tithe money - temples, cathedrals and colleseums and you will start raking in heaps from every city.

The most wonderful about Civ II is of course the ability to buy every improvement in a city and still providing enough income to cover the costs... the only time you will have money probs if before fundy...

And because you don't have to worry about money or happiness you can buy all the science improvements and make at least one SSC - with all the relevant wonders and still be kicking arse in the technology race (combined with the Great Library you can't go wrong! :P )

Hope I've helped someone!


morgasshk.
 
Fundy will always be hopelessly inferior to Democracy in the tech race, and in the game. But, if it is your little proclivity, then use it...:p
 
IIRC, Fundy will let you set the value at up to 80, but if you watch the numbers carefully, I think you will see that you don't get any additional beakers beyond 50%. Then that amount is subject to the 50% fundy penalty.

So if you have every fundy city celebrating (not likely) to get the extra trade arrows, the best number of beakers you can get from trade is 25% of what you get from democracy@100%.

Also, you seem to imply that a democracy does not have a use for the trading company. It is of value to all governments. It actually might be worth less under fundy because aren't temples already free?

Furthermore, you say to use the Fundy Money to buy the SSC? If you're going to build an SSC, you should have the whole thing set up before you even get the techs for fundy. The earliest you can get it is with Democracy and the Statue...by then it's probably too late to get some of the SSC Wonders.
 
errmmm... Yes I have noticed this.... (going higher than 50%...)
But as I was already on 1 advance per turn I just thought I made that happen more often... and if I'm getting more than one advance per turn on fundy govt I'm guessing that good enough for me... I generally go straight from Despotism to fundy (ok, I'm a useless twit when it comes to govt switching... but the others all annoy me! and haven't given them enough of a go to get used to them...)

And abot the SSC i sorta just spewed that out without thinking about what i was typing... I meant that if you already have one set up and you crank the luxuries enough to make it lovin' the emporer thing, then you can be cranking over 300 science with the one city... add this to about 30 other cities all producing about 100 science (uni, seti, librarys, we love the emp etc... gets it going pretty high...)

Main thing I like about fundy is that you can GET good science still (albeit maybe not as immediately effective as a democracy)
without having to worry about cash problems at all... and no unhappiness or corruption... that means that ALL the improvements previously used to generate happiness now generate money... so, no tax needed, everyone happy... concentrate on science... Maybe not as effective but thats the way I do it! :P

Anyway... Back to work for me.. Hehe! :)

Morgasshk.
 
Fundamentalism is absolutely crap for science. It does keep you even though, through stealing new techs that opponents discover. I think best bet is to put tax to 100%
 
But when you only change to Fundy after getting all the techs then it doesn't really matter...

ie: comments about changing science to luxuries.

Morgashk
 
Actually, I have gotten near-Demo numbers with Fundy. It's not that difficult, really. With Fundy, one can make money, form a huge military, and get ahead in the tech race.
 
I can't see how you can get near democracy tech in fundy. For one you don't get the extra shield per square so that's 1/3 less right there, then your science is halved, THEN you can only set science rate to 50% max. Do you have any saved game files proof?

[edit] didn't fully depress an e in one word
 
Basic Power Fundamentalism (Starlifer's Fundy)

In reply to all the notes about the science issue in Fundy.... some decent ideas that will work are in this thread, but if you really use the strengths of Fundy, you can set up a Power Fundy govt, and your science rate can equal that of a strong democracy, within one narrow window. The result will be one advance per day. But it takes planning, and micromanagement.... but it is easier to run than a PD (Power Democracy).

The easiest thing to do is to become familiar with Trade through other posts here at CFC. I'll assume a strong knowledge of trade to keep this post short.

The way it works is this. To get one advance per day, you should set your science to zero, and change all non-working Fundy citizens to taxmen, not scientists... except for one. The method relies on the fact that only science generated is halved.... science from caravans and freight is not halved. You get every beaker, with no penalty. Therefore, raise taxes with the mkts, banks, and stock exchanges.... with tithing, and paid happiness costs (e.g., colosseum, catherdrals, temple), gold is Fundy's strength.

You are going to build enough ships and caravans to make the oceans go dark... find a big AI city with lots of trade tiles, and that is your target. Build a navy of 25 to 45 caravels, and of course Magellans. Produce caravans, and ship them to the seaside target city on the other side of the world. Your ship chain is going to cost in shields about the price of two wonders, but it is vital to have enough to sustain both the flow and the empty return of the ships. You will also need to build defenders as necessary to sweep the AI from your shippin lanes.

The caravans will bring you huge returns in both gold and science.

Now for a more complex (tedious) part. Check the Trade advisor (F5), and note the "Total Science" and # of turns for discoveries (you do have only one einstein and 0% science, right?). Multiply the two numbers together. This is your target quantity of caravans (and later on, freight) to deliver. Deliver at least this much, then stop for that turn.... at the end of the turn, you will be granted an advance. If you have no Einstein, no advance will be granted no matter how many caravans you deliver. Your empire must produce at least one beaker to claim your advance that you earned with the hard-fighting caravan!

Even if you can manage just a one-way chain (chain your caravans to the destination trade city, then on the nest turn reposition the ships), you'll still be clipping along with an advance every other turn as you hit Steam Engine and RR. With Industrialization, you can easily stockpile large numbers of caravans in transports protected by vet Ironclads/Destroyers offshore of the destination. Take two engineers and a couple good defenders, and set up a fortress by the destination (mtn pref), and you can stockpile with no fear of naval attacks.

As you build the stockpile of caravans, the JIT (just in time) nature of the ship chain can be relaxed.

About 28 to 30 game turns later, you should have the research tree completed.

There are a couple things I glossed over (well more than a couple)...

First, you'd like to have more trade arrows in the source city. What to do what to do.... Raise the luxuries (they can go no lower than 20% anyway, since science is zero). Raise them until the largest cities are celebrating, probably about 40% or so. This will add the extra trade arrows. And guess what? Those Mkts, Banks & Stocks Exch will increase not only your hoards of gold, but luxuries too. Utter simplicity since the Lux will be applied to red men, not black men, in the happiness window. In other words, your empire is going to be 3 things... happy happy happy. And you will get the full effect of the caravan deliveries, just like a democracy.

Second, remember you have lots of gold. Use it to RB and PRB any and all ships and caravans necessary to fuel your ship chain trade. (RB = Rush Buy, PRB = partial Rush Buy). Study each city's shield multiples for maximum efficiency, esp. vis-a-vis the trade arrow situatiuon as it pertains to keeping your city celebrating.


Easy easy easy. Fundy is really too easy, LOL. But have fun... that's the name of the game.


Now for the downside. Obviously, you need to come up with about 400 shields (or 1000 gold) over several turns to get started. It takes planning. It also takes naval superority. But fortunately, naval combat is fun....

And now for the big downside. Despite celebrating, a Fundy gov't will not grow by one pop point per turn like a Democracy or Republic. Also, you are still subject to bribery.

Well, there is a lot more to this in the details of trading, but you get the general idea. Don't fight Fundy with squandered science production. Gett he gold, and buy whatever you need. The caravans will give you both gold and science, and in turn fund even more units, expansion, etc.

This is sort of like a firestorm. Once it gets rolling, with enough gold to fuel it, it's the second most fearsome (and lethal) strategy, behind the PD.

:)

[Keywords: power fundy fundamentalism PF]

america1s.jpg
 
I seriously don't notice a significant difference in science output going into Fundy if you are prepared...

Forget trade and forget cranking the tax.

You can have the science on 60% and the lux on 40%. Be building a huge army on the massive tithes and extra income from when all your cities start "we love the whatever day"

a few turns prior to fundy (or democracy and the statue of liberty which I often use) start building, temples, libraries, marketingplaces, uni's etc in EVERY city you have. (when you build Adam Smith's no cost for $1 maintenance)
by the time you get fundy you kill the tax - you won't need it because of the tithe's from your temples, colliseums and cathedrals and also income from marketplaces and banks.

with only 20 or so cities (say, before I start my rampage across the globe) I can still get it to 1 advance per turn using fundamentalism....

Morgasshk.
 
You can have the science on 60% and the lux on 40%.
I usually don't play fundy, so I'm not very sure, but I thought that there was no point in putting the science rate over 50%, since everything over 50% would be lost?
 
It's not "lost", but the trade is made into gold rather than extra beakers. Starlifter documented that back in GOTM18.
 
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