Pulling Your Nation Out of An Economic Death Spiral

Velociryx

Chieftain
Joined
Jan 19, 2002
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This is something covered in the user manual, but new players especially may find themselves in the dreaded economic death spiral.

Usually, it happens when you expand too quickly, but if you get an early game event that say, gives you +2 scouts you can crash your economy by spending too many orders moving scouts and not enough orders on the nuts and bolts of the economy.

Most of the time, players find themselves in an economic death spiral because several factors converged at once. ie - you didn't spend as much time as you should have building the bedrock economy, then you expanded faster than it could keep up and on top of that, a neighboring Civ called you up and demanded a big bucket of resources from you and now you're bleeding red ink. It sucks but it happens, especially if you don't watch your econ like a hawk.

When it happens, here's what you do:
1) Make sure your workers get top billing. No matter what else is going on, workers get jobs. Half chop whatever forest/scrub is available and half building bedrock econ improvements. If that means you have to hang a unit out to dry here and there, so be it.
2) place half your cities on running "council" missions for gold and civics, and the other half on training specialists to bulk up your bedrock econ counts in tandem with worker activity.
3) Don't move any military unit unless you absolutely have to.

As you begin pulling your economy out of the muck, you can rotate cities - those that were running councils begin training specialists and those that were training specialists drop to council mode if and as needed until you start seeing surplusses again.

For a moderate death spiral, you can expect to lose a decade. For a nasty one, it could take as long as 30 years to pull yourself out of it.
 
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I havent found money to be a big problem in this game, compared to other strategy game, like their previous strategy game Civ 4, where if you build too many cities early you can run out of money.

Because everything you can build in this game is profitable, all improvements produce more than they consume and you can always exchange their resources for money.
Sure citizens cost money, but once they are put to work they are profitable.
So everything except military units are profitable.

This game is more of a race to get more of everything.
 
It's definitely difficulty-level based. At Noble and below, it's not something you normally have to take into account, but as you move up from there it begins to become an increasingly significant issue (and especially when combined with the fact that as the AI becomes increasingly aggressive, you'll find yourself in the position of having to juggle your own internal economic factors with the increasingly nasty extortion demands to keep the peace. And once you do find yourself facing a death spiral...it sucks. Epically. =D
 
I thought the same as you and then I changed leader and realized all my economy was relying on my previous leader. The new one was a disaster. I had no merchant around to even tutor the kids. I switched all builders to hamlets everywhere before bankruptcy. I think one big mistake was also having negative wood for many turns. Does it buy the missing wood automatically and ruin the economy?
 
Yeah all resources you run out of will get autobought, so you better chop some wood or build some lumbermills if you are out of wood.
But tutor the kids is abit of luxury, it is not necessary.
 
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