On Wealth

Mesquite Thorn

Chieftain
Joined
Aug 29, 2004
Messages
28
Location
Texas
When I put a city on "Wealth" should I maximize shield production or gold (commerce)? That is, which choice will yield the most net revenue?
 
commerce, yes. You can tell by looking at the output and move people from high shield to high commerce tiles (say, a hill to coast) and see what happens. In general, wealth is a bad thing to put a city on except in special circumstances or at the end of the game.
 
after ecomomy You get 1 gold per 4 shields...
in my games it's very, very rare to switch high spt output cities to wealth.
it's not worth it.

edit : science farms producing wealth : maybe.
 
Yup I was just going to say the min a city can produce making wealth is 1. So turning 7 shields into 1 gold is horrible, turning 1 shield into 1 gold is a great deal. All my garbage/science towns are making wealth. Thats 1 gold per town.
 
Think ahead: How many turns will you need till you finish the game? It is useless to slowly build e.g. a harbor for 60 turns, if your game is over in 50. Better take the +1 gold per turn.
 
Here's another variation for science farms: If population is low, set output to Wealth. Once population grows, change output to Worker and then send the worker to join a low-corruption city. Your low corruption cities (pop 7+) can stop producing extra food and concentrate on maximizing sheilds. Since it takes 40 food to grow another pop (in non-corrupt city), it makes more sense to have a science farms create that extra pop because it only takes 20 food (assuming you never let your farms grow past 6).

In a nutshell: You are turning your science farms into worker factories to increase pop in core cities.
 
you can't join workers in cities that are starving. (this used to be possible in an old patch version of vanilla though)
 
Starving? I think you misread something. I'm merely talking about a 'zero growth' city.

Meaning the city would starve if you add one citizen? The game wouldn't allow that.

Though, when there is enough food, I can see this being useful in a 20k culture city, where you add workers to reach its maximum size faster.

For other core cities, it is likely that they reach their growth cap on their own before you can afford to add workers from outer cities.

Well, maybe I joined a couple of workers to the odd metropolis in the past... But this is not something I tend to do systematically.
 
No. I was assuming the added worker would land softly on a mined/roaded grassland tile - thus, maintaining a zero-growth city, but producing one extra shield and gold (ignoring waste/corruption).
 
no, after economics is discovered, it makes 1 gold for every 2 shields.
without it, it makes 1 gold for every 4 shields. its still not worht making a city that productive make wealt, though.
only do it when the city only makes 1 shield (or in like the industrial ages when you make 3-5 shields in a city)
 
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