Near-term economic changes

DaveShack

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We will face the following near-term economic changes.

1 turn:
Berlin out of resistance, city maintenance will start and we'll start getting commerce.

few turns:
NOTB gets confused, +1gpt

6 turns:
Neapolis court finishes, maintenance cost lower by 5gpt

9 turns:
City #1 court finishes, maintenance cost lower by 5gpt
Ainu court finishes, maintenance cost lower by 4gpt
Pisae court finishes, maintenance cost lower by 4gpt

10 turns:
Munich court finishes, maintenance lower by 4gpt

11 turns:
Lyons market finishes, commerce +3gpt ?

12 turns:
Cumae court finishes, maint lower by 5gpt

After 12 turns, we should have improved by at least 31gpt, plus/minus the net change from Berlin. We can do better than this if more commerce-producing tiles come online.

Anyone have additional info? Suggestions for other things we can do to help the economy (other than the future civics changes)?

We really should build the Forbidden Palace as soon as we can, where it will do the most good.
 
11/12 turns: Finish Banking (hopefully), adopt Mercantilism, lots and lots of specialists :D
 
Specialists should only be used in cities where we don't want to grow, and in one city where we want to produce a GP. Most of our cities have a long way before they reach their cap.
 
This is exactly why I want to see if it is possible to quickly research literature before banking - and after banking go for engineering.
 
Specialists should only be used in cities where we don't want to grow, and in one city where we want to produce a GP. Most of our cities have a long way before they reach their cap.

Read the 'pedia entry on mercantilism again Dave :D Mercantilism gives a free specialist in every city.
 
I am very for Mercantilism, and Banking, but since we are fighting a war, I would like to see Heroic Epic built in Berlin being useful in advance of the Roman War, not later.
 
Mercantilsm (I know I spelled that wrong) would be very beneficial to us, especially with out diplomacy tactics. I'm curious which would benefit us more, merchant or science specialist? I guess this would depend on the city and which has the most gain. Merchant specialist would definitely help us with our :gold:/t problem.

In regards to the OP, I can't remember off hand. Seems like I had something that was about to complete that would help increase :gold:, but I'm not sure.
 
Actually merchants would be good, because they also give science, since we are
running representation
 
I am very for Mercantilism, and Banking, but since we are fighting a war, I would like to see Heroic Epic built in Berlin being useful in advance of the Roman War, not later.

I'd personally prefer the Forbidden Palace being built in Berlin as soon as possible actually, but that's a whole different issue.
 
I have changed my mind. Forbidden Palace in Berlin, and Heroic Epic in Coppertown, that would be the smartest way.
 
What about Riversight? it's got the highest production!
 
As they say in the tourist industry, location, location, location.

Tile distance is as important as hammers. The war is north, and Coppertown is north.
 
How about Munich, it has a huge potential as a production city, and it's even further north, coppertown has maxed the amount of hamers it can produce
 
Munich could be an option. Yet, we need it before the Roman War.
 
Well i will see what i can do to it to maximise it's growth, before the roman war, if we have a roman war
 
Good call. Point is, we need the double unit production IN THEATRE, as it is a long way to the front from NOTA and EA.
 
Actually, the distance doesn't really matter that much, assuming we'll be building Knights, it only matter about 2 turns.

Anyway, back to the topic, economy
 
I do not need knights, I need siege forces to take the cities, we already dominate the open.
 
I do not need knights, I need siege forces to take the cities, we already dominate the open.

I've found it generally best to build siege wapons in lower production cities, while high production cities (with the HE) build more expensive units like knights and macemen.
 
I have another idea, I want to churn out several macemen, longbowmen and catapults quickly, close to the front, and save time and development for other cities, and save time for the units. I count Macemen as well in city charges.
 
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