Mercantilism: most useless civic?

This shows that there are a lot of different strategies possible with all the options!
 
Dairuka said:
On Monarch Difficulty, I've never once seen a trade route go higher than 10 gold. That includes Foreign Trade Routes.

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thats because you had 35 population
and imagine how much gold AI get from your 35 population city with free trade!!
i rather get merchantilism
 
mercantilism can be an extremely useful civic during the mid-game. however, it is quickly outdistanced by state property (i know, yell at me for being communist). however, state property allows one thing which no other economic civic can do: increased growth.
 
No niffweed, you're 100% correct. State Property is awesome. =D
 
Could somebody answer that question about whether specialists get added automatically from mercantilism and/or other free-specialist techs and buildings?
 
niffweed17 said:
mercantilism can be an extremely useful civic during the mid-game. however, it is quickly outdistanced by state property (i know, yell at me for being communist). however, state property allows one thing which no other economic civic can do: increased growth.

Increased growth how? it only gives +food on low food improvements... State property is actually a +production civic (because it encourages Workshops+Watermills instead of Farms+Cottages)
 
During the Industrial Age, I like to speed up production of all the vast number of buildings and wonders you get around this time by bringing up State Property, and pumping out workshops and watermills.

When I hit the Mid Modern Age, and get Biology, I convert all of the workshops into Farms, and pick up Enviromentalism. {This is if I have health related issues.}

Then bam, 30 population cities with all the amenities. So yes, State Property does encourage growth.

The trick to using the civics properly is to not sit on one throughout the entire game. There is no, "Best Civic", only a, "Niche Civic", which is perfect for a certain time. Mercantilism is one of those civics. State Property is one of those civics. Even Enviromentalism is one of those civics.

Free Trade is something which is always useful, but that does not make it the best.
 
I like the Mercantilism + Caste System during early game so I can assign an artist and expand my borders quickly without having to build anything cultural. That is if I'm not playing as a Creative civ.
 
Sulla's Walkthrough posted a while ago demonstrated a use for Mercantilism, it was combined with Representation, and having way too many food in a city, and it becomes a great person factory, and you can pretty much control what Great Person comes out of the city. He used a Philosophical leader and built the Parthenon (sp?), and gave the great people rate a huge boost.
I think that idea's quite neat.
 
glen55 said:
Could somebody answer that question about whether specialists get added automatically from mercantilism and/or other free-specialist techs and buildings?
I think Mercantilism merely removes the specialist cap in the city. You still have to choose which ones you want.
 
Philosophical Leader+Representation+Caste System+Mercantilism+Pacifism = <3
 
Guys, remember that this game was originally designed MP. In an aggressive MP game (which most are), you rarely if ever have open borders, and so forign trade simply doesn't exist. In this situation Mercantilism is a very powerfull civic.
 
calyth said:
I think Mercantilism merely removes the specialist cap in the city. You still have to choose which ones you want.

No, it gives you an automatically assigned free specialist who doesn't eat and don't add any unhappiness or unhealtiness. Very nice! :) It doesn't remove any caps though. If you don't have any specialist allowing buildings, an ordinary lousy citizen will be assigned. The extra specialist is particularly nice when you're still expanding as it gives a nice production boost to new cities.

Mercantilism is especially good in combination with the Angkor Wat wonder.
 
Given that I tend to research that group of civics in descending order, I tend to switch to the more 'advanced' one as I unlock it. I've never deliberately retained Mercantilism once I've researched the civic beyond it (Free Market) because by the time I get to Economics, Tech trading has become much more important. The tech tree starts to branch so much by that point that it becomes more important to trade techs (often using gold to sweeten the deal, hence the value of the extra trade route given by Free Market) to keep up in the tech race.
 
the free specialist is added automaticaly, who doesnt eat, doesnt get angry, with perfect health, and doesnt add to your total population.

the city governor will determine whats best specialist for that city, but u can always change it.

with merchantilism + representation + caste system, i just build more farms, so the city grow large, and enough food to feed all none-free specialist from caste system
 
I'm currently doing very well using Merc with Representation and a Philosophical leader. Also ran pacifism for a while, but switched to Free Religion for better diplomacy. I also have the Statue of Liberty. My cities are producing vast amounts of Great People, and I can also keep up and even get ahead on tech thanks to the many specialist beakers.
I build farms rather than cottages, and generally focus on being able to support as many specialists as possible in each city.
 
Dairuka said:
During the Industrial Age, I like to speed up production of all the vast number of buildings and wonders you get around this time by bringing up State Property, and pumping out workshops and watermills.

When I hit the Mid Modern Age, and get Biology, I convert all of the workshops into Farms, and pick up Enviromentalism. {This is if I have health related issues.}

Then bam, 30 population cities with all the amenities. So yes, State Property does encourage growth.

The trick to using the civics properly is to not sit on one throughout the entire game. There is no, "Best Civic", only a, "Niche Civic", which is perfect for a certain time. Mercantilism is one of those civics. State Property is one of those civics. Even Enviromentalism is one of those civics.

Free Trade is something which is always useful, but that does not make it the best.

You would still get those 30 pop cities under any other civic, just without all the amenities, (unless you went Free Market and US and cash rushed them).

The fact is State Property gave you the amenities not the population. (now the fact that you got the amenities meant you could switch out of production, but if you are dismantling your workshops you could switch out of State Property too.)
 
So what you're saying is: You get the same end result, just through different civics.

Naw! You must be joking. Surely you can't prove my point in an arguement that was made against me!

I feel that the Workshop --> Farmland combo is much more reliable than cash rushing buildings. I also believe it to be more cost efficient, even if you build the Kremlin before you start cash rushing.

Best part is, it actually makes a use out of the Spiritual Trait. Wow.

Krikkitone - What you propose would be better used by the Financial Trait. It's actually something I myself use when I'm playing as my ever-favorite Incas or Chinese. I'm merely giving people a different route by stating that Mercantilism, State Property and Enviromentalism do not suck if you use them properly.

Everything has a Niche... Even Bureacracy.
 
while free trade gives u more money, it also gives AI more money, merchantilism is selfish, that keeps all money to your self
 
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