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I've run out of gold(and units being disbaned by computer because of this)please help

alev

Chieftain
Joined
Dec 17, 2012
Messages
7
Near the beginning of the 20th century, I ran into the problem of having a defecit in my cash flow. In other words I started losing gold as I no longer gained gold (or money) per turn, but dipped below zero in the amount of gold I generated per turn and had a negative number for my budget. A while before I dropped below zero in the amount of gold I had, and still had a positive amount of gold, but even so was losing money per turn, I was selling luxury resources to other players for gold (or money). Then one turn the other players wouldn't pay me for the luxury resources I proposed to sell them. I am stuck in this bind in the present where I am helplessly having my units disbanded by the computer as I fall deeper and deeper into debt with no way to generate income other than to delete units. I know eventually this will catch up to me, for in a while, I just won't be able to afford deleting my units as this will render me resourceless in the amount of control I have in directing my civilization toward victory.

PLEASE OFFER A SOLUTION TO THIS PROBLEM IF YOU HAVE ONE!!
 
Hmm. that's kinda bizarre..
1. Build Market
2. Build Banks
3. Build Stock Exchange
4. Adopt Commerce
5. Demolish Costly buildilngs (i.e Harbors, Monuments, Shrines etc).
6. Put Gold as Focus for every city.
 
Balancing good economy, often at the expense of growth and hammers, takes work. Keep practicing. You learn more from messing it up. Next time you'll do better.

Also, add "manually selecting economic plots like trading posts", or just plain building more trading posts, and "trade with friendly civs" to thekingofbigoz's list.

You can make alot of money trading... selling excess luxuries (or even non-excess if pressed), strategic resources, selling whole cities, or "loans" (x amount of cash for x cash per turn).
 
Just to be sure:

- Connect cities for trade, it gives a gold bonus. You do this by building a road between them or having a harbor in both cities as long as their is a clear water path between them.
- Don't build everything in every city, it costs more and you hardly need everything.
 
But also beware of building roads too early. Road maintenance (1 gpt per road segment) that exceeds the benefits of trade routes will kill your gpt. Rule of thumb is don't build roads to a city until its population exceeds the number of tiles you have to improve to connect that city.

Of course, you may have a military necessity for early roads--go ahead and build, but recognize the gpt cost.
 
If you want +100 gpt and top notch army at the same time, you will have to go wider than 2-3 cities.

Not necessarily, I had a tall empire with 3 cities, each bigger than 30 population and it earned me roughly 50 gpt while maintaining an army that could rival America with his 14 cities.
 
On top of the suggestions added above, which are all solutions I would approach in my own games first, you can:

make one/couple of cities specialise. One city building units, buildings concentrated on exp bonus (barracks, etc) but put all other cities as specialising in gold (gold focus, building gold bonus buildings).

or

Use that large and expensive army of yours to conquer a few cities from other civs. Do not annex them and they will remain as puppets which makes everything they do Gold focused. This reflects reality in some ways as many wars were, and still are, started for resources.

I am about to finish a huge map 21 AI epic speed game with the Huns. I built two cities and waited for neighbours to expand whilst I built an army. I then took their cities. At present I have still two cities of my own (pop level 54 & 42) but 35 puppet states. My army is 670,000 in demographics screen yet my gold per turn is +1200. My only issue in this game is that puppet states will focus on markets, banks and stock exchanges whereas since Industrial era I am being caught on science. You know of course you cannot dictate what puppet states build so hoping they go science focus after doing all their gold focus building.
 
I like that one suggestion do not build everything.....

Something else forgotten from Civ 2

Is there a list of useless buildings etc that can be gotten rid of without causing unhappiness
 
I tried imagining a civilization whose formations of WWII Infantry, Stealth Bombers and Nuclear Submarines... were run by folks who never had a University, Library or scientific institution for more than a generation.

Perhaps they could run indefinitely on Rote Memorization of Mechanical Sequences... but then there comes the problem when the tools break down
 
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