Can someone outline (in detail) how commerce is generated?

Wem

Chieftain
Joined
Jan 9, 2006
Messages
20
I need to better understand how my empire generates commerce. Clearly there is some kind of total income (GNP?) which I assume must be commerce from tiles worked plus income from buildings plus income from specialists plus income from trade (routes + trade deals).

I can easily see the result of having different specialists, as for instance hiring a merchant will result in a +3 gold per turn added to the empire total - but what I do not understand is how commerce from tiles worked factors into it. Commerce points, or whatever you want to call them - the commerce generated from city tiles - doesn't seem to correlate to the total income for the empire. For instance, switching a citizen from a 5 commerce town to a 5 hammer mine doesn't result in -5 gold per turn.

I have realized the importance of the cottage economy, but do not yet understand how the wealth is calculated.

If anyone could clear this up for me I would greatly appreciate it.
 
Short answer - you are confusing gold and commerce. Commerce from tiles and trade routes are multiplied by the slider and converted into research, gold, culture or espionage, which are then multiplied by buildings etc.
 
^^ exactly. If you're running 100% science (or anything that isn't :gold:) than you won't see a drop in :gold: after reducing :commerce:. So in your example, switching from the 5 :commerce: tile will lead to -5 science if you're at 100% science. If you were running 100% wealth than you would see the -5 gold per turn.

Merchants and shrines give :gold:. Trade routes and Tiles give :commerce:
 
There are 3 main components.

GOLD: Gold is produced through the SLIDER, specialists, trade deal, and some buildings. Gold is added to your treasury (although then taken away to pay for any costs).

BEAKERS: Beakers are produced through the SLIDER, specialists, and some buildings. Beakers are added into progress towards the tech you are currently researching.

COMMERCE: Commerce is produced from tiles, trade routes, and one building, the palace(which gives +8 commerce).


COMMERCE is then turned into BEAKERS and GOLD every turn. How this is determined is the SLIDER. If your slider is at 50% research, 50% of your COMMERCE will turn into BEAKERS, and 50% will turn into GOLD.

So for example, say you have a town that produces 4 COMMERCE, and your slider is at 50%. That basically means that town is making two gold, and 2 beakers that turn.

If you have a village that makes 3 COMMERCE, and have the slider at 100%, it makes 3 beakers, and has the same exact beaker output as a scientist.

Note that COMMERCE can also be turned into ESPIONAGE points, or CULTURE points, by adjusting the espionage or culture slider.

So basically you generate commerce through your tiles, and then you choose what it turns into, with the slider. When all is said and done, you have no commerce at the end of the turn when you cash in. It has all been turned into beakers, gold, EPs, or culture points.




(note, I know I avoided things like random events that make a few exceptions, like the event that makes your public transportation give +5 commerce :p)
 
Thanks for the replies, I understand it now. I was thrown off by the fact that specialists' gold contributions are independent of how much commerce is turned into gold or research.
 
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