Cottages question from a noob

Ronan

Chieftain
Joined
Aug 10, 2006
Messages
25
Ive been playing on Warlords (3rd easiest) difficulty for a while now and still havent managed to win a bloody game!!!!

Anyway, i have a question about cottages. If you build a cottage on a tile that doesnt show any gold coin when you have the view yield display on, will that have an effect on how much the cottage will produce?

Thanks
 
A cottage will produce whatever it produces, PLUS whatever the tile gives you.

For example, a grassland is 2 food. Add a cottage, and it produces 2 food + 1 commerce.

The same grassland borders a river, and is 2 food + 1 commerce. Add a cottage, and it's now 2 food + 2 commerce.

Wodan
 
Also, worth noting Printing Press tech will produce an extra coin for each cottage and one extra coin for each town. The Universal Suffage civic will give a hammer for each town. Free Speech civic will grow cottages at twice the rate.
 
Free Speech civic will grow cottages at twice the rate.

No, Free Speech gives two extra commerce per cottage. Emancipation doubles their growth rate.
 
Oops, thanks for the correction.
 
A cottage by itself produces 1 coin no matter what, and goes up by one for each size (hamlet, village, town). If the space produces commerce, they're added together, so a cottage on a river produces 2 coins. If you build a cottage on a luxury resource, it will produce 1 coin + whatever the unimproved resource gives, but won't give you the resource or the extra coins you'd get for improving it. (It will also often look like a fully developed town, but this is just a graphics oddity.) For a financial civ, whenever the tile produces 2+ commerce you get your bonus commerce, so a cottage on a river lets you get the bonus immediately, while one on an ordinary space would need to grow to hamlet size first. All of the changes related to the base space will be a fixed number of extra commerce, you'll get an extra coin or two which won't affect other bonuses you can get.

When you're looking at civics to boost cottage output, remember that pretty much all of the bonuses only affect fully developed towns, not fresh cottages. Emancipation makes everything grow faster (so has no effect on towns), but the +2 commerce from free speech and +1 hammer from Universal Suffrage only work on towns. If you've got a lot of cities with less-developed cottages when you develop democracy (this happens a lot with captured cities), you probably don't want to bother with US and FS to start off with, just emancipation to grow them to the point where US/FS give more bonuses than the alternatives. In my current game, for example, I'm playing the Turks on an Earth map. I only have a few towns around my science city and a ton of fresh cottages around 2 captured cities along the Nile. Since my capital has HE and WP, I'm running Beurocracy instead of free speech since the bonus unit production is far more valuable to me than the handfull of commerce I'd get from FS.
 
On a related note... I am playing on noble level, and invariably once I get my nation up to about 8-10 cities, I have such crushing negative cashflow that I will eventually hit zero science and zero cash and lose all my units to a strike.

I have played financial civ's and gotten to the point that all flat land that can build a cottage/town HAS a cottage/town. I have tried whipping for population control (reduces my overhead it seems) and set it up so that everyone I can produces cashflow, and STILL I run out of cash.

Aside from cottages on every tile and markets etc., what other methods are there for making viable cashflow?

I have tried sending missonaries to spread a discovered religion (religion super building that gets cash for every city with your religion and spiral minaret as the goal) to every city I can get to with open borders. This seems to help, but sometimes I am already in the death spiral before I get to currency or philosophy/paper (tech where you get minaret??)

Any suggestions on how to maintain a viable financial footing?? FYI -- 70%+ science with positive cashflow is my definition of viable.

Help! Help! I'm being repressed (and bankrupted!)
 
Buffbot said:
Any suggestions on how to maintain a viable financial footing?? FYI -- 70%+ science with positive cashflow is my definition of viable.

Help! Help! I'm being repressed (and bankrupted!)

Cottage early and cottage often. If you only start to work your cottages after your third city your maintainence costs will be higher than your income. Research currency and banking. Make two dedicated finance cities and work on getting markets, banks, and wall street in those cities. Add merchants when you can. If you found a religion, build a temple, spread your religion, that will give you some nice coin. Get Code of laws buld courthouses in all distant cities.
 
Mulholland said:
Cottage early and cottage often. If you only start to work your cottages after your third city your maintainence costs will be higher than your income. Research currency and banking. Make two dedicated finance cities and work on getting markets, banks, and wall street in those cities. Add merchants when you can. If you found a religion, build a temple, spread your religion, that will give you some nice coin. Get Code of laws buld courthouses in all distant cities.

Since I make an effort to found cities without overlap or to grab as many special tiles as possible, would the far flung empire be kicking in more than expected? Seems like after I get more than 3 cities my cashflow is impossible to keep positive, even when I beeline for pottery to make cottages.

I generally do worker/settler whenever I build a city to continue expanding my empire and I use scouts to find the best spots regardless of distance. Would building courthouses reduce the maintenance costs even if I am at baseline civics? Seems like I always break even whenever I am in anarchy.

Basically I am trying to find a way to not HAVE to build cottages to maintain my finances. Since the Warlords expansion, barbarians are an ungodly pain to deal with and I tend to get bogged down in lame wars against the barbs if I don't get the great wall to keep them at bay. Turning off barbs is a "solution" but I consider it a bit of a cheat.

If I don't have to build cottages, the barbs can't zap them and wreck my economy. I do get currency and every financial tech I can get to help, it seems like I get into trouble very early, as I have problems sometimes before I even get to currency.

Is going religious a viable option? I am usually Inca and I tend to get several religion discoveries (Buddhism and Conficianism are the only ones I DON'T get 1st) Would playing a different nation more oriented for religion be a way to rake in better cashflow?

All options listed so far seem good... Just looking for more ways to skin the proverbial golden fleece!
 
Buffbot said:
Since I make an effort to found cities without overlap or to grab as many special tiles as possible, would the far flung empire be kicking in more than expected? Seems like after I get more than 3 cities my cashflow is impossible to keep positive, even when I beeline for pottery to make cottages.
I dont think so. My first few cities rarley overlap and sometimes have a full city gap inbetween them. Cashflow usually dives to -1 or -2 at 100 percent research for a while after the forst few cities.

Buffbot said:
I generally do worker/settler whenever I build a city to continue expanding my empire and I use scouts to find the best spots regardless of distance. Would building courthouses reduce the maintenance costs even if I am at baseline civics? Seems like I always break even whenever I am in anarchy.
This could be a problem. when you settle a new city you should probably let it grow a bit. If your size 1 city pumps out a worker settler combo then as it trains those units (and those units only) growth is halted. When you're finished 25 or so turns later you still only have one population to work any cottage or improvement you might have done. The best bet in this scenariuo is to let a larger city take the brunt of the settler and worker training as they produce units much faster and let other cities grow a bit first.

Buffbot said:
Basically I am trying to find a way to not HAVE to build cottages to maintain my finances. Since the Warlords expansion, barbarians are an ungodly pain to deal with and I tend to get bogged down in lame wars against the barbs if I don't get the great wall to keep them at bay. Turning off barbs is a "solution" but I consider it a bit of a cheat.

You NEED cottages. Again not being able to protect your cottages from might stem from not letting your cities grow enough. Train some military reources. Your cities will grow while training these units. And remeber, as your cities grow you will be able to train settlers and workers much faster.

Buffbot said:
If I don't have to build cottages, the barbs can't zap them and wreck my economy. I do get currency and every financial tech I can get to help, it seems like I get into trouble very early, as I have problems sometimes before I even get to currency.
If you dont build cottages your economy will be in ruins with or without barbs. Even with currency and banking, you need base income (from cttages mostly) for the multipliers to take effect.

Buffbot said:
Is going religious a viable option? I am usually Inca and I tend to get several religion discoveries (Buddhism and Conficianism are the only ones I DON'T get 1st) Would playing a different nation more oriented for religion be a way to rake in better cashflow?
You can get reliable cash through a religion and it's temple, but you need said religion to be widespread as you only get one gold for each city it's pesent in. Further you need to produce geat prophets to construct the temple whcih can limit your game in other areas. Rarley do I prioritze religion in my game I'm more of a tech junkie.
 
Mulholland said:
You can get reliable cash through a religion and it's temple, but you need said religion to be widespread as you only get one gold for each city it's pesent in. Further you need to produce geat prophets to construct the temple whcih can limit your game in other areas. Rarley do I prioritze religion in my game I'm more of a tech junkie.

Great People are definitely functional as a strategy from what I have seen. After reading other places on this site, I realized just how cool they can be. I used to drop them in as super specialists, but have since decided that having one pop a new tech or finish a wonder can be a HUGE savings in time.

Getting a great prophet seems to be a strategy unto itself (I build the great wall to avoid dealing with barbs, so I seem to get engineers the most.) Perhaps I will read up on ways to get a prophet 1st :)

I'm also of the notion that the most technologically advanced wins, and I have made significant abuse of the tech trading with multiple civs to get the tech I bypassed on my way to warmongering tech superiority.

My main sticking point is financing my science. Thanks for all the suggestions, a couple of them have been really helpful.
 
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