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Commerce & Wealth

Nkat

Monarch
Joined
Nov 14, 2009
Messages
78
Location
St. Charles, Missouri
Search function hates me. So commerce, :commerce:, is generated from such things as cottages and trade routes. This is then converted into :science:, :culture: and/or :espionage: based on your slider amount. The leftover is the :gold: you make per turn. Is this correct?

I ask this because while watching one of 'TMIT' Let's Play videos, he says: "I'm gonna start working these clams to get the commerce." This tile was Ocean, I believe, which would have 1 :commerce: on it. Is this what he was referring too, the 1 :commerce:, or does the food bonus or the clam resource have something else to do with commerce that I am not aware?

Please explain.
 
Commerce comes from cottages, trade routes and resources. It can be converted into research, culture, espionage or gold. If you keep research at %100 all your commerce is converted into science breakers. There is no leftover. But there are other ways to get gold. Resource trades, selling techs or maps, holy city with a shrine, merchant or priest specialists, etc.
 
Yeah, you have it, kinda - though the leftover :commerce: isn't directly transformed into :gold: as it goes through the appropriate :gold: modifiers, exactly like :science:, :culture: and :espionage:. Think like there's a "hidden" :gold: -slider which is 100% minus the other sliders.

I've never seen an Ocean Clam tile, they're normally situated on Coast, which gives 2 :commerce:, or 3 :commerce: for FIN Civs. Early on this can be a significant boost and even worth prioritizing clams over dry corn or other good land resources. Food has nothing to do with all this.
 
Please explain.

You got it right, except for the clams thing. Clams are allways on coast tiles, which means he was getting 2 or 3 :commerce:. You were probably just having trouble seeing his screen on Youtube.
 
TheMeInTeam said:
That's probably not optimal in terms of expansion rate, but it does give me a lift to early research.

That's definitely not optimal, trading 2:food:1:hammers: for 3:commerce: is just a bad deal.
 
I feel like I should mention binary here. If you're working 5 :commerce: worth of tiles in your capital and you had a library built, you wouldn't want to run your science slider at 70% turn after turn. 70% of 5 :commerce: is either 3 or 4, but if I'm not mistaken this gets rounded down. So now you have 3 :commerce: running at 125% science, you're only getting 3 bpt. Now lets look at 100% science slider (aka deficit research):
5 :commerce: * 1.25 = ~6 bpt. So you can see running 0% slider for 1 turn gets you much greater gain after cutting out the rounding and adding science multipliers.

Hope that makes sense, you can see it in action if you try it in game (the bpt will correct itself at 0 or 100%)
 
It only gets rounded down in Vanilla, not Warlords or BtS.
 
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