Need Help with Economic Issues

tchristensen

Emperor
Joined
Jul 21, 2010
Messages
1,241
Location
Grand Rapids, Mi
I have this problem that I can't seem to figure out and I am hoping someone here may have some ideas or directions to take a look.

In my present mod I am working on, I notice that even though a civilization may build a mine on a Gold resource, that they are not receiving the cash bonus associated with it (I watch as I place and remove the work force from the square and the amount of gold per turn does not change).

I am thinking it has something to do with one of the Economic Civics perhaps, but looking through the controls nothing stands out as to why I am not seeing benefit from a gold producing square?

Any help would be greatly appreciated.

Troy
 
Tiles don't produce Gold (cash) but rather Commerce. No matter if there is a Gold resource and/or a Mine on the tile - or any other resource/improvement.

So there is no issue. Keep instead an eye on the Commerce yield of the city and you'll see how it changes depending on what tiles the city is working.
 
Well, the amount of Gold produced from Commerce in any city is determined by the Tax/Research/Culture/Espionage percentile settings. Gold is also produced by Merchant and Priest specialists, so those yields are added to the total amount after conversion from Commerce.

You can actually see all this action by hovering the various yields and stuff in the city screen. By hovering the Tax/Research/Culture/Espionage settings you get a breakdown of exactly how the Commerce is divided between all these categories, including Gold. Its actually a real eye-opener.

As a rule of thumb, I'd suggest any Civ player to figure out every single aspect of the City Screen before even trying to master the game.
 
Well, the amount of Gold produced from Commerce in any city is determined by the Tax/Research/Culture/Espionage percentile settings. Gold is also produced by Merchant and Priest specialists, so those yields are added to the total amount after conversion from Commerce.

You can actually see all this action by hovering the various yields and stuff in the city screen. By hovering the Tax/Research/Culture/Espionage settings you get a breakdown of exactly how the Commerce is divided between all these categories, including Gold. Its actually a real eye-opener.

As a rule of thumb, I'd suggest any Civ player to figure out every single aspect of the City Screen before even trying to master the game.


OK, I thought you were referring to something beyond the percentile settings -- I understand them. But there is definitely something beyond that going on; there is a system of trade or commerce that goes beyond specialists and percentile settings. It must deal with numbers of trade routes and perhaps some civic ability that allows for better acquiring resources from squares.
 
There is no hidden economy (unlike diplomacy). The financial advisor screen gives you the total values which are correct and has some mouseovers that give some more info, but some of the details of where the numbers come from may not be obvious. Its Total Income value minus its Total Expenses value is your money/turn value.
 
There is no hidden economy (unlike diplomacy). The financial advisor screen gives you the total values which are correct and has some mouseovers that give some more info, but some of the details of where the numbers come from may not be obvious. Its Total Income value minus its Total Expenses value is your money/turn value.

OK thanks, I will take another look at it. I just find it strange that when in the city view and I move a workforce into a square with 4 gold coins for example, that the income of the city nor the civilization changes.

I was hoping to find some kind of control that was related to an ability governed by Technology or a Civic that enabled the squares gold from being calculated.

I will keep testing.

Thanks!
 
This hidden economy doesn't exist, so there is nothing to look for. Its all Commerce that is converted into Gold. Try looking in the City Screen and it'll all make sense to you. What you think you're seeing (or not seeing) is merely an illusion.

There are two mysteries though: The unit maintenance cost (which is all math and explained here) and inflation (which is simply a factor of turns elapsed - there is nothing to figure out nor any way to affect this).
 
As Baldyr suggested, maybe your research slider is set to 100%? In this case you won't see any gold addition from the new commerce.
 
As Baldyr suggested, maybe your research slider is set to 100%? In this case you won't see any gold addition from the new commerce.
Good point. And it is quite easy to follow the flow of Commerce into the various yield types on the city screen. Its only a matter of figuring out how to get the info and then how to interpret it. But its all really straight forward.
 
Back
Top Bottom