I'm not sure it can even be called an Economy, based on some definitions of what that is in Civ. So if you disagree, just replace the word 'Economy' with 'Strategy'.
I'm looking forward to trying this out when I get home from work today. The basic premise is 2-fold:
1. Get GOLD; any way you can.
2. EXPAND; gold can support a larger empire.
How do you get the gold?
-Prophets
-Merchants
-Great Prophets
-Great Merchants
-Great Artists
-Religious Shrines
-Trade from resources, techs, peace-settlements
-Pillaging
-Wall Street
-Corporations
-Certain Wonders
-Building it (Hammers)
Try to AVOID getting most of your Gold from commerce. (We want a high science slider to convert the total commerce from your many cities directly into science.)
After looking at these options, I think the best course of action is the Super Gold City (SGC), producing the vast majority of money for the empire, while your many smaller cities cottage up and/or run merchants/priests, and claim resources for trading for gold/turn.
The SGC should ideally have at least one religious shrine, all gold-modifying buildings, especially wallstreet, and as many gold-producing specialists/traderoutes/commerce it can get, plus corporation HQ's later on. ALL great merchants, priests, and artists should be settled here.
The SGC should support a large number of cities, so take advantage of this and expand either peacefully or militarily. These many cities will convert commerce into science, or build Gold, or run merchants/priests for supplemental income. Each one will be less effective at producing beakers than a standard cottage economy, or GScientist SE, but the sheer number of cities should make up for it.
With your larger empire, you should also have more resources to trade for gold per turn.
The other possible main component of Gold income could be military conquest, pillaging and razing opponents who are more towards the bottom of the scoreboard. I'm not sure how much income is possible from this, so I won't conjecture about it until playing a test game or two.
So basically, play with a strong focus towards securing GOLD, and expanding when you can afford it, aiming to have the science slider at 60% - 90% when stable.
Desirable Traits: (1-10 Scale, 10 being best)
Organized 9 Better able to support a larger empire, faster courthouses, banks, no worrying about expensive civics.
Financial 8 Increased commerce means better science, more gold.
Philosophical 8 More great prophets and merchants; fast universities
Imperialistic 5 Faster settlers for fast expansion, and GG for expansion through conquest.
Industrious 5 Better prepared to lock down key Wonders
Spiritual 5 Faster temples for priest specialists, and more flexible with civic changes.
Charismatic 5 Slightly larger cities for more commerce, and better warring for expansion
Aggressive 4 Good for expanding militarily
Creative 4 Strong blocking abilities to enhance early expansion; fast libraries for more science
Expansive 4 Slightly larger cities for more commerce; fast workers speed peacful expansion and cottaging
Protective 1 Pretty much nothing; Fast castles for an extra traderoute.
Desireable Wonders:
Pyramids
Angkor Wat
Spiral Minaret
Statue of Liberty
Temple of Artemis
Great Lighthouse
Colossus
Stonehenge
Oracle
Any other Priest/Merchant producing Wonder
Possible Sub-Strategies: (These are NOT exclusive)
Super Gold City: Preferably use a religious shrined city, build market, grocer, bank, wallstreet, with corporations optional, settle all priests/merchants here; build science-modifying buildings in OTHER cities.
Rapid Expand: Oracle --> Code of Laws for religion, shrine, courthouses, and caste system; found a large number of cities, whip courthouses, switch to caste system, run merchants and priests, spread shrine religion to all.
Priests Galore!: Pyramids for representation, caste system, and angkor wat/pacifism; run preists en masse.
War Bounty: Find a weaker target, prepare a number of mini pillage-stacks, with a healer, defensive unit, and a few 2-move pillagers. Circulate around the territory, pillaging all improvements as they are rebuilt.
Best/Worst Leaders?
I don't know all the leaders' traits off the top of my head, but I would assume any leader with a combination of Organized, Financial, or Philosophical would be excellent, as well as Mansa for the Mint, Charlemagne (?) for the Rathaus, and possibly Shaka for the Ikhanda. What do you think?
I know this probably isn't new, but I think it might be a fun thing to try, maybe as a RPC?
I'm looking forward to trying this out when I get home from work today. The basic premise is 2-fold:
1. Get GOLD; any way you can.
2. EXPAND; gold can support a larger empire.
How do you get the gold?
-Prophets
-Merchants
-Great Prophets
-Great Merchants
-Great Artists
-Religious Shrines
-Trade from resources, techs, peace-settlements
-Pillaging
-Wall Street
-Corporations
-Certain Wonders
-Building it (Hammers)
Try to AVOID getting most of your Gold from commerce. (We want a high science slider to convert the total commerce from your many cities directly into science.)
After looking at these options, I think the best course of action is the Super Gold City (SGC), producing the vast majority of money for the empire, while your many smaller cities cottage up and/or run merchants/priests, and claim resources for trading for gold/turn.
The SGC should ideally have at least one religious shrine, all gold-modifying buildings, especially wallstreet, and as many gold-producing specialists/traderoutes/commerce it can get, plus corporation HQ's later on. ALL great merchants, priests, and artists should be settled here.
The SGC should support a large number of cities, so take advantage of this and expand either peacefully or militarily. These many cities will convert commerce into science, or build Gold, or run merchants/priests for supplemental income. Each one will be less effective at producing beakers than a standard cottage economy, or GScientist SE, but the sheer number of cities should make up for it.
With your larger empire, you should also have more resources to trade for gold per turn.
The other possible main component of Gold income could be military conquest, pillaging and razing opponents who are more towards the bottom of the scoreboard. I'm not sure how much income is possible from this, so I won't conjecture about it until playing a test game or two.
So basically, play with a strong focus towards securing GOLD, and expanding when you can afford it, aiming to have the science slider at 60% - 90% when stable.
Desirable Traits: (1-10 Scale, 10 being best)
Organized 9 Better able to support a larger empire, faster courthouses, banks, no worrying about expensive civics.
Financial 8 Increased commerce means better science, more gold.
Philosophical 8 More great prophets and merchants; fast universities
Imperialistic 5 Faster settlers for fast expansion, and GG for expansion through conquest.
Industrious 5 Better prepared to lock down key Wonders
Spiritual 5 Faster temples for priest specialists, and more flexible with civic changes.
Charismatic 5 Slightly larger cities for more commerce, and better warring for expansion
Aggressive 4 Good for expanding militarily
Creative 4 Strong blocking abilities to enhance early expansion; fast libraries for more science
Expansive 4 Slightly larger cities for more commerce; fast workers speed peacful expansion and cottaging
Protective 1 Pretty much nothing; Fast castles for an extra traderoute.
Desireable Wonders:
Pyramids
Angkor Wat
Spiral Minaret
Statue of Liberty
Temple of Artemis
Great Lighthouse
Colossus
Stonehenge
Oracle
Any other Priest/Merchant producing Wonder
Possible Sub-Strategies: (These are NOT exclusive)
Super Gold City: Preferably use a religious shrined city, build market, grocer, bank, wallstreet, with corporations optional, settle all priests/merchants here; build science-modifying buildings in OTHER cities.
Rapid Expand: Oracle --> Code of Laws for religion, shrine, courthouses, and caste system; found a large number of cities, whip courthouses, switch to caste system, run merchants and priests, spread shrine religion to all.
Priests Galore!: Pyramids for representation, caste system, and angkor wat/pacifism; run preists en masse.
War Bounty: Find a weaker target, prepare a number of mini pillage-stacks, with a healer, defensive unit, and a few 2-move pillagers. Circulate around the territory, pillaging all improvements as they are rebuilt.
Best/Worst Leaders?
I don't know all the leaders' traits off the top of my head, but I would assume any leader with a combination of Organized, Financial, or Philosophical would be excellent, as well as Mansa for the Mint, Charlemagne (?) for the Rathaus, and possibly Shaka for the Ikhanda. What do you think?
I know this probably isn't new, but I think it might be a fun thing to try, maybe as a RPC?