Problems in Civ3? And record for max. income per turn

Zur

Freaky lozur with spikes
Joined
Dec 23, 2001
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I noticed a couple of things which I'd like to clarify:

1. Drafting doesn't seem to work in my city with only foreign nationals in it. Is this because foreign nationals exist in the city or because I must have at least 1 citizen of my nationality to use draft?

2. Some of my cities can't build cathedral. The option doesn't appear in the production box. Why is this so?

thx for the help.

Also, I'm interested to know what magnitudes of income per turn are achievable in civ3. I currently have 2600 gold/turn from my cities (golden age) and another 3100 gold/turn from other tribes (mainly from tech-selling). So I'd like to hear if anyone has something higher.

Zur
 
You need a temple before the cathedral becomes available.

I don't know about the draft. Never tested that.

As for the income, the numbers you mention are very impressive. I've never been able to go that high. At what difficulty level was that?
 
I'm playing at regent on a huge map with 15 other civs which probably explains why i can siphon off so much cash.

My rule of thumb is to sell above 1/10 of the cost taken to research the tech for my current scenerio. It figures that if i eventually sell it to 10 other civs, then i'll break even. It gets better if I trade for other techs as well. Also, since they pay me for 20 turns and I take 4-6 turns to research tech, i'm going to get a positive cash flow.

I dump most of it into rushing improvements and 0 into luxuries. I dun need the happiness to keep my cities in order, so putting some into luxuries is a waste, i feel. The only positive effects on doing so are getting a higher score (who gives a f*** about score anyway) and WLTKD whose gain from reduction in corruption doesn't offset the $ put into luxuries. I'd rather "waste" my cash on rushing improvements than on luxuries. Comments?

The problem now is maintaining a clear lead in tech since selling tech relatively cheap causes other (cash-rich) civs to catch up pretty quickly.
1. Techs get cheaper (AI's value them less) as you get more advanced, so harder to trade them for more cash.
2. Not selling them tech may not be a solution since I don't like AI's to hold on to spare cash which they can do stuff with, and they could research it themselves (at a slower pace) and trade it among themselves.

Thinking maybe i'll raise the price for these cash-rich people to 1/3 the research price or more. Hard to implement since this works out to ~150 gold/turn and they could be holding say 80 gold/turn which I can't get off them without selling my tech. (Luxury resources trade for only ~20 gold/turn). What to do?

I have made lots of friends and probably should start conquering people soon :) . Once I get most of my cities maxed out.
 
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