Organized +City States = -130% maintenance?

Marchwik

Chieftain
Joined
Sep 20, 2007
Messages
60
Hello again :)

I wanna ask about sth.When I playing nation with organized traits and change on City States I have no maintenace because - 50% from ORG and -80% from City states give me -130%...it is right??? so it is ridicoulous.U may build many cities with no maintenance at all.With big production money and science boost.When we got also finance trait we have it money and science machine.Flauros is best nation for this game that's all.Organized and Financial - overpowered like hell iwith one of the best spells and units.

Today I was playing multiplayer with my collegues.They have no chance at all with my Flauros.Maybe change City States or made Organized or Financial trait a little different.


------------------------
No i made mistake with organized,trait give me -50% to upkeep but it seems that tactic is the same without maintenance and cost for upkeep U have many cities just for free with maximum power.So more cities more money more production more power.
 
I agree that City States needs some sort of powerful negative trait in order to make it less of a stand out civic. Perhaps raise the culture penalty and give it a negative to all levels of cottages ( - 1 commerce).

(Too bad revolts and rebellions aren't in game because having city states greatly increase the revolt chance would be pretty interesting and realistic. :p)
 
I'm pretty sure that aristocracy is better for the vampires, especially for flauros imho. farm like hell and get lots of money and food to feed your vampires. yeeeehaw!
 
(Too bad revolts and rebellions aren't in game because having city states greatly increase the revolt chance would be pretty interesting and realistic. :p)

VERY good point. Someone should add them. :twitch:
 
Jabie said his dream is to include them in his upcoming "intrigue" mod, can't wait for that :D

now, if "someone" actually managed to put them in even sooner... :D
 
City States decreases the cost of City Upkeep from Distance and Number of Cities.

The Organized trait decreases the cost of Civic Upkeep.
 
Ok, slightly offtopic but what exactly is "inflation"? How is that determined?

I was thinking about this combo but usually my civic cost is relatively low and I run city states which also lowers distance upkeep but I pay a ton due to high inflation.
 
I was thinking about this combo but usually my civic cost is relatively low and I run city states which also lowers distance upkeep but I pay a ton due to high inflation.

Yes inflation is high but when u run City States it is easy too catch the same and more often better power due a less of penalties.To be frank best results U have it when U are on City States with 8 cities and 90% science or with Aristocracy with 70% science but more gold.Flauros is overpowered because he have also financial trait so cottages are more useful than farms ,with agriculture and sanitation it is a best to have it two or three farms on grasslands or food plains and a lot of cottages that's all I think about it.

Agriculture also give a huge boost to city states -for my opinion agriculture need some penalties to hammer even -2 hammers from mines and in that situation I will be thinking very long to change it and run on agriculture and try some other civics.Also sanitation give too big boost for economy.

Now the game is a little boring two best civics U catch in early stage of the game others have too big penalties to change for them.When I play I alwyas run City States and agriculture.Someone said that for Flauros better way is aristocracy - I cannot agreed with that,when I was playing Fluros yesterday with 13 cities I was have it 90% (!) to science and -5 gold per turn and technology malevolent designs for 10 turns.When I changed to aristocracy of course in demography I was highest gold level but only 70% science (!) with +5 gold per turn but malevolent designs in 12 turn....

To be honest City States+Organized+Financial +Agriculture and tech Sanitation and You are explode economy boost

Organized and Financial are the best trait ,compare to Arcane or Summoner give U a huge really power than some small bonuses for the nation
 
Ok, slightly offtopic but what exactly is "inflation"? How is that determined?

Its a stat that starts at 0% and goes up by time. Your expenses are multiplied by this value. So if your total expenses (troops, maintenance...) are 30 gold and your inflation is 100% then your actual expenses are 60 gold
 
City States is powerful. Organised is powerful.

There is no real synergy between them; they are substitutes, not complements;they are both ways of dealing with the financial costs of having a large empire.

I *think* inflation is based solely on game turn. I don't think there is anything in-game you can do to affect it (other than a couple of events). Which I hate; I would much prefer that every serious variable in the game (food income, gold, beakers, hammers, city upkeep costs, etc. etc) be under the influence of the player. Its bad game design as is.

Its a fudge factor for trying to stop the game accelerating out of control over time as incomes rise as empires expand and cottages mature, but its implemented poorly.
 
Ahhh thanks for the clarification. Yea, that is kinda irritating but I guess it makes sense. I thought it was linked to your civ too (like how your demographics are calculated based on the buildings you have in your empire). Oh well.
 
well then: what about inflation +10 if running city states and -10 if running ..er.. mercantilism?
 
Which I hate; I would much prefer that every serious variable in the game (food income, gold, beakers, hammers, city upkeep costs, etc. etc) be under the influence of the player. Its bad game design as is.
Go play MOO3. Everything was tweakable by the player. It made playing the game no fun at all, way too many variables.

Simulations are supposed to streamline things to make it *fun*. It's fun to send out armies to crush the opposition, to build great projects and wonders.

It's not fun to review the city council budget of Braduk the Burning to ensure that the appropriate level of funding has been allocated to angel-sacrifice.
 
I think there still should be something you can do about it, even if passively. Like in times of war your inflation would rise but during times of peace it would lower. Something like that anyway.
 
Go play MOO3. Everything was tweakable by the player. It made playing the game no fun at all, way too many variables.

Poor analogy. Yes, MOO3 was a terrible game. But it was a terrible game because it was far too complex to understand (or for the AI to understand). It was bad because it had too many variables, not because it let you access those variables.

I would prefer to have no inflation at all, rather than this visible extra variable that I can't do anything about and can't predict how it will behave.

*Edit*
And the really shocking thing about M003, if you followed its development, was that the shipped product was a massively simplified version; 3 months before the end, they told the designers to axe half the features and a couple of extra layers of variables. The design document was even worse than the final game; every region on every planet had its own "ethos", which was affected by competing demands of different socioeconomic classes in that region, planet and empire.
 
I would prefer to have no inflation at all, rather than this visible extra variable that I can't do anything about and can't predict how it will behave.

Inflation is affected by game turn, game speed, and difficulty.

Events can also change inflation.
 
Back
Top Bottom