Is there an upper limit on treasury?

IamRonin

Chieftain
Joined
Jan 14, 2004
Messages
14
Hi all,

Playing a prince level game in vanilla Civ 2.

It is now 1360 AD, I am in republic and the dominant civ in the world.

My income is about 1300 per turn and expenses 400, so I should be making about 900 a turn.

Howeve my treasury is stuck at about 30k, it won't go above that figure, and I've just noticed it so I've lost a good 10k I would say in lost income.

Can anyone offer any advice as to what is happening?

Help appreciated.

Regards

R
 
Have you built any of the improvements that lessen the corruption levels of your cities? A lot of income is "invisibly" lost that way.
 
I believe there's a limit around 36k, though from your story it may be lower. All income topping that is wasted. Use it or lose it.
 
I am also interested in this question. I thought somebody once posted that there is an upper limit of about 32,000. But in GOTM 75 my treasury went over 34,000 and I guess it could have gone higher. I was playing version 2.42 at warlord level.
 
Without the NoLimits patch, money is limited to 30000. Anything above that will be reset to 30000 at the end of one turn, and next turn's income will be added to that. That is why you can see weird currency fluctuations like 32173 in one turn, 32208 in the following, then 32191 in the turn after that.

Installing the NoLimits patch will remove the currency cap among other things. It will not, however, remove the limit on the amount of money you can set in Cheat Mode [well, not in Test of Time anyway].
 
Skip the patch and just quit cold turkey...:lol:

The real question is not how much you can keep in your treasurey, but why are you keeping it? Surely something your empire needs building. If nothing else, rush build camels out the whazoo so you can scrape up against the limit again! :goodjob:
 
And therein lies the rub...If you are running a large (200 plus cities) Power Democracy, you do run out of things to buy. When your cities have all the improvements possible, you don't need any more units ( your pet city is nicely contained with non units), your SS is built and awaiting launch while you run up the score, and you are merrily building freight to reach 255 FT, you will discovery that you cannot spend your coins fast enough to keep your treasury below the cap. You will even reach the point where, instead of partial rushbuying freight, you just buy the whole unit at once, just to spend more coins. Oh yeah, there is not much point in cranking out food freight when your SS and all the wonders have been built. A further problem is that one result of building all the improvements is that many of your cities are producing 30-50+ shields, so rush buying is not even necessary in most cities, since you can build a freight every turn, just with shields. And putting a city on building capitalization is not gonna help the situation.
 
Given my anally retentive penchant for micro-management, I would never finish a single turn in a game with 200+ cities! But I see what you mean.
 
That's true. When I had about 100 cities and made each and every one of them complete an improvement in the same turn [I actually sold all barracks so some of the more elite cities will have something to build], it took 10 minutes just to be done with the "construction complete -> zoom to city -> set new build order -> close city window" routine.
 
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