Deficit Spending

Samurai88

Chieftain
Joined
Dec 5, 2001
Messages
4
Hey I'm pretty new to CivIII so this may be a silly question but whatever. I just finished a game with the Space Race victory. It was around 1850 or so (not sure), I was stuck on an ok island and my culture was MASSIVE. However, I wanted the Space Race victory, so I decided to crank my Science Spending to 100% to enable the techs in time to build the ship and see what would happen. Sure enough, my treasury was empty after 2 turns, but then afterwards even though I was having a huge negative balance, I could keep spending 100% on Science? Where was the money coming from??? Does Civ III allow deficit spending??? If so I don't see why I can't crank my science up to 100% in the early years after I've spent all my money on army for defense and some improvements...
 
When you run out of money the computer sells one of your city improvements for cash. So all that nice culture you built up was being put up for a fire sale to provide you with tech!
 
The best way to 'race' up the tech tree is to do lots of trading with the other civs out there. If you can trade a tech that you have for one of theirs then you have just doubled your 'research rate' 2 for the price of 1 rules.

Beyond that build the city improvements that add to research, build a large civ that naturally outputs lots, change some of your citizens into scientists ( however this effect is pretty low )
 
I'm not too sure about that thing you said about the computer selling your cultural improvements for cash...I just tried two experiments, one where I started a new city, built a granary and a barracks, and pumped up my science spending and army output so I was losing money to see if they would be sold...but they weren't and I still lost money even though it didn't seem to be negative except for the fact I had no money to spend ;)

Also I loaded a 2000 AD german civ I had, made sure no cities were making more improvements, talked to my cultural advisor to see all the improvements I did have, then proceeded to pump my science all the way to Future Tech II, and I didn't lose any advancements, even though I lost 300+ gold a turn. Any thoughts?

P.S. Anyone examine the Future Tech's you get once you get all other techs? Any benefits of them? How far do they go???
 
As far as I know that once you hit 0 gold one of your city improvements will be sold. Now will that improvement have culture attached to it that is a different matter.

Going back to my Civ days I know this happened to me alot :) I think I saw it happen once for me with the GOTM when I unleashed a pile barbarians they killed my one warrior and then sacked my town taking all my gold and then the next turn I lost my barracks :(
 
You should try building a town and then try deficit spending to rush up the tree I'm pretty sure none of my improvements were sold and even if they were they sell for like 20 - 30 gold manually anyway.

In later ages at least it doesn't seem that there are any drawbacks besides an empty treasury, if you have a well established defensive border (I had an island and all my cities had lots of high defense units) you can just deficit spend and increase your science and culture much faster...

There should be a penalty attached so you actually can have a negative balance...plus if what you say happens is true, what happens when all of your improvments are sold?

Anyway I want other people to try this out and see what penalties are imposed for a negative financial growth below 0...I'd be interested to see what others think
 
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