[BTS] Looking for guide on economics.

gavenkoa

Prince
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Jun 11, 2019
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I've just lost which multipliers are applied to what.

Is there any sense in markets/banks with 100% beaker slider?

As I understand not all gold multiplied by library/university. For example +6C from Great Merchant is always goes to upkeep balance and there is no way to direct that gold to science.

Are trade routes directed to science by slider? Which multipliers are applied to trade routes (wonders, libs, market)?

Are hammers gone through multipliers when you build wealth / research / culture? Which one?

When should you switch from build wealth to build research ?

Can it be that hammers multipliers make cottages useless and "build wealth" preferable?
 
Basic rule, commerce can be turned into science or gold.
So if you create gold directly, it cannot be turned into beakers yup.
But ofc it allows you running 100% research, building wealth i.e. is usually better than building science (more beaker multipliers early with library, academy make 100% research best).

Trade routes create raw commerce, and can be turned into both.
Oh and forgot, also into culture :) Same rule, and heavily cottaging at least 1 city is prefered for culture victories.

Hammer multiplier buildings for research / gold are: forge, factory, coal plant or similar, State Property Civic.

Switching to research makes sense if you have enuf gold, and would like an important tech even faster than with just 100% research.
Or if you can only build research but not wealth (no currency yet), and have nothing else to build.

Hammers really shine with Factories and power, and boosted workshops, and yup at this point they can be better than even towns.
I always stop building new cottages at some point for that reason.
 
Is there any sense in markets/banks with 100% beaker slider?
Generally, no. It can be worthwhile if you've got, say, a Corp HQ/Shrine city, or a strong Bureau capitol if you're doing binary research rather than 100% slider all the time, but if you're running 100% slider no :commerce: will be converted into :gold:, and as such the :gold: multiplier won't apply.

As I understand not all gold multiplied by library/university. For example +6C from Great Merchant is always goes to upkeep balance and there is no way to direct that gold to science.
Correct, that's the difference between :commerce: and :gold: - the former is converted into :science:, :culture:, :espionage: and/or :gold: depending on the slider position, and will go through applicable multipliers from there (like, say, a Library or a University). The latter is just :gold:, though of course it has plenty of it's own uses, such as running your slider in the first place.

Simple example: If a city with a Library, running a Rep Merchant (+3:science:, +3:gold:), generates 20:commerce:, and you're running 50%:science:, 0%:espionage: and 50%:gold: slider. That city will generate ((20×0.5)+3)×1.25=16.25 :science:, and (20×0.5)+3=13 :gold:. Though the 16.25:science: will be rounded down to 16:science:, hence why binary research is more efficient.


Are trade routes directed to science by slider? Which multipliers are applied to trade routes (wonders, libs, market)?
Trade routes are just extra :commerce: that your city generates, there's no difference between it and, say, cottages.

Are hammers gone through multipliers when you build wealth / research / culture? Which one?
Only through flat :hammers: multipliers, not multipliers that apply specifically to, say, building wonders. Wealth/Research/Culture also does not benefit from :gold:, :science: or :culture: modifiers. So a Forge will boost Wealth, but Organized Religion or a Market will not.

When should you switch from build wealth to build research?
Build wealth until you can run 100% :science: slider, and from there build Research.

Can it be that hammers multipliers make cottages useless and "build wealth" preferable?
There's a reason people generally transition from a cottage to a workshop economy once State Property and Factories are in.
Answer in quote.
 
Great answers above. Seems to me that your core problem is not understanding commerce vs. gold, and the mechanics behind them. Commerce :commerce: is not Gold :gold: . Commerce :commerce: is what you get from cottages, trade routes, and certain resources like gold, gems, dyes, etc.. - basically the game”s defacto representation of economic activity. Commerce :commerce: fuels the sliders - :science:,:culture:, or:espionage:- and when the sliders are not utilized at 100% some :commerce: is turned into Gold:gold:. 0% slider usage and 100% of :commerce: is turned into :gold:.

Anyway, maybe you understood that before or not, but your described usage lead me to think that there was some confusion there that needed correcting, as it is an extremely important and fundamental concept for this game.

A Great Merchant does not produce +6C, it produces +6gpt. Any static gold per turn produced by a city like a settled great merchant, or running merchant specialists, or a holy shrine is multiplied by gold multiplying buildings like markets and banks.
 
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If it isn't than the game doesn't mention what makes you get more money, it just gives you a pop-up that says "your privateer has plundered 12:gold:" (or something like that) for every privateer that plunders money on a given turn. Yes, every single privateer gets it's own individual pop-up, with sound. Great fun when you're playing a huge marathon game and you end up blockading the entire known world with 50+ Privateers for several hundred years.
 
I guess it's worth mentioning that 6gpt (great merchant, but there are many other ways like selling resources),
is better than 6 commerce.
Why you may wonder, cos expansion costs gpt. If you make more gpt, you can finance more cities which in return create commerce or other valuables like running specialists.
All cities will create some commerce, but especially on higher levels we will appreciate constant gpt income that in return can make our Bureaucracy city and other multipliers shine.

So hmm, does that mean Great Merchants should usually be settled?
Nopes, best use is almost always a trade mission :)
As with bulbs, look at boost gains over slow ones.
Another example here would be fail gold, which can be boosted by things like IND, resis, chopping. Wealth is in some way "okay i have nothing else" building.
 
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