Civilized Jewelers is a great money maker! In a huge pangea map I've been able to make a few hundred extra a turn from it easily. The extra culture is a nice bonus. For me Civilized Jewelers is reason enough to not use state property. I loved state property until I found how powerful corporations can be. Now I just need to try mining inc/createcon and sushi together for the production/growth boost.
I must say that I love Civilized Jewelers for spreading to the AIs.
I can rake in over 50 gpt very easily with this, and it helps to fuel almost any victory condition.
Generally, I spread it to a few of my cities, then I use those to create more executives to spread to the AIs. Eventually, the whole thing definitely pays off (and sometimes makes me wish that I could have 100% science and culture ).
hermit if you are going to work towards an engineer and you DONT already have the pyramids then you need to take a hard look at your GP pool and run an engineer in a PURE state so that he comes out next or the one after that. because a single person will outweigh a wonder so you can get a GE as your 2nd or 3rd great person.
now this is where corporations have their cost... I end up sitting on that engineer all the way to mining inc. if I do get pyramids then I run an engineer the entire time and if I think I have a good shot at getting another than I'll use him on something else if needed.
so yeah you have to decide ahead of time if you are going to shoot for mining inc and make plans accordingly.
but for the warmonger there is NO reason not to do this. and the snowball is reinforced by the fact that as you expand you get more of the nessessary resources. I've seen mining inc at over +20 hammers.. then multpliers for buildings and it gets just gross. totally worth it.
and good grief you should see it in ironworks with heroic epic. modern armor every turn forever. ludicrous!
I don't think you necessarily have to do this, especially as Ironworks comes out just before Mining Inc is available. If I get an engineer early in the game I'll use him early in the game; corporations are not going to be worth giving up an advantage several hundred turns earlier. Keep an engineer in all GP-producing cities, and you'll get 5-10% from all GPs. When you're getting ready to incorporate Mining Inc, take off all specialists except for engineers. I've usually been able to get an engineer between liberalism and Railroads, by keeping watch on what GPs are being produced where.
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