Newbie Questions - Ask here and get Answers!

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Ultraworld, Hurricane's response would have been better phrased as "Don't choose a government with a rate cap." DyP is simply the best known mod which utilizes them. Rate caps apply to all 3 rates, including tax, but if that's over the cap it doesn't get caught until the next turn when the game will pump science enough to get taxes down to a legal limit. Look a few pages back for this same question from Ben E Gas and my response(s) to it if you need extra detail.
 
When browsing the forums I once came across a famous game : deity, Russian civ in Tundra - won without using any military unit. Could anyone provide me a link to it ? Thanks.
 
Charis won a deity game without building any military units, that sounds like it.

Unfortunatly I don't know where it is and the search function is temporarily disabled.
 
When I am making 400 or 500 gpt and I am behind in techs, it seems like maybe it is better to leave science at 0% and just buy techs at 700 or 800 gold.
Is this true?
And has anyone come up with guidelines for determining when a tech purchase is better than researching it yourself?
Thanks
 
Originally posted by vincenzo
When I am making 400 or 500 gpt and I am behind in techs, it seems like maybe it is better to leave science at 0% and just buy techs at 700 or 800 gold.
Is this true?
And has anyone come up with guidelines for determining when a tech purchase is better than researching it yourself?
Thanks

If only counting cost, it is always better to buy the tech. So the short answer is yes.

On the other hand, there are instances where researching yourself makes sense:

* You can do it faster than the AI (and get a tech advantage and/or faster victory)
* Don't want to finance the AI
* Can't buy it because of broken rep (i.e. AI won't accept to sell tech for gpt)
 
I just went from a republic to a democracy and the benefits listed in the book and civilopedia do not seem to be there.

The book says there will be one extra commerce on any square producing at least one commerce, and this has not happened anywhere in my cities.
The book says corruption and waste are minimal. I went from having -258 in corruption loss to -253 in loss (overall for all 39 cities).
I have plenty of roads, marketplaces, banks, temples, luxuries, etc - unhappiness is not an issue.
What is going on?
Is it because I went from a Republic? If so, what are the advantages of Democracy over Republic?
Thanks
 
Democracy and Republic both get 1 extra commerce on each square, so you would not have noticed a difference.
With Democracy the rate of corruption is slightly lower, workers work 50% faster, but the war weariness has a larger/bigger/worse affect.
These are the only differences between the two goverments, so alot of people dont even change to a Democracy.

hope you understand now :)
 
In my game, I was making only 100 some gpt in my treasury under Republic. Then when I switched to Democracy, I was hitting 267+ gpt. :) Quite a difference.
 
I'm new. TAXES:

The instruction book refers twice to setting the tax rate, is there a way to do this? My question derives from the fact that I continually lose money in my cities. If there isn't a way to increase the tax rate can you suggest some ways to net profit. Since I lose money I can't keep up with the research and end up way behind.
 
Welcome to CFC, royphil! :D

You can't increase your overall tax rate, but you can adjust how much goes where. Anything left over after allocating funds for Science and Luxuries goes into your treasury. If you are losing money, reduce those two sliders. There are also many methods for mproving your overall income, so you can keep the sliders up, and still get a goodly income.

I'm still trying to figure out your post count. You have one post, but your count is zero. :confused:
 
:lol: It's a bug. I looked at his profile and did a search on all his posts, and exactly one came up. :)
 
re: 0 posts :crazyeye:
I'm not 100% sure about the 0 post thing, but I *guess* this can occur when you hit the "cancel" button (or whatever it's called on your browser) while sending your post. At least I did that once, my post was in the thread, but I wasn't automatically subscribed there. (Though I didn't observe my post count.)
 
Sorry for the posting error. I can't offer any advice on that.

Thanks for the hints on the taxes. What are some ways to Increase Income and allow sliders to be up? I just always end up having them so low I don't have a chance against AI.
 
generally:
-build roads on every working tile
-let your cities grow fast to have many working tiles
-trade with the ai ("later" in a game you can sell techs for nice gold-per-turn amounts)
-have republic/demo as government
-reduce corruption w/ courthouses/police-stations
 
Does it help to change laborers to tax-men?
Is it better to build more workers to work the land? How many is too many?
 
1 taxman = 1 gold per turn (always, regardless of marketplaces etc), it's almost always better to gain commerce from working tiles; exception here: ultra-corrupt cities (taxmen are very loyal - no corruption effects).
A rule of thumb: have at least one worker per city (and no, not as late as in industrial age ;) ) or:
try to make sure that you are more or less capable of improving tiles as they are worked, so the number of workers fit to the growth of your cities.
You said you don't "have a chance against ai". It may be useful to open a "help for a game" thread in the strategy section and post a save file to get help for a specific game. It's because there might be other reasons, such as city placement that *could* cause a bad economical situation.
 
1. Are there any articles written or threads on naval operations?
Not only on warfare, but other operations too.
I've looked in the war academy, could not find anything.

2. The AI civs never seem to have more that a few dozen gold. Where does it go? Are they rushing productions with every piece of gold they get? How can I ever sell them anything for a lump sum?
Thanks
 
I am not quite clear what I should do when building a wonder that produces buildings (eg Pyramids produces granary, Sun Tzu produces barracks) of a particular type in every town on the same continent when some towns already have that building.

Say I have 12 towns, 5 of which already have barracks and I am building Sun Tzu

Should I sell the 5 barracks in towns that already have them the turn before the wonder completes ?

If I forget to do this can I sell the barracks after Sun Tzu completes and the city will still have one ?
 
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