Split Economy

fyermind

Chieftain
Joined
Apr 26, 2008
Messages
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Since I started seriously playing civ4 I have noticed a few things about how to manage an economy without needing to build too many buildings. I play on marathon frequently, and I like tropical maps, the combination leaves me with soldiers and workers taking up almost all of my hammers and pure cottage spam leaving me with cities that only had +25% to their commerce (+25% science from library, +25% gold from market/grocer) at Liberalism! Even though my base commerce was fantastic and my empire was strong, I was running with my slider low and slowing to fall behind some of the AIs. This was only at Monarch level too. So I started to play around with things and read up on the forums about hybrid economies. I hope here to encourage a general guide to split economies which allow the slider to be run at 100% (be it science, gold or culture) while still keeping cities happy and coffers filled.

The basic concept is that you don't have enough hammers to build all your important commerce buildings in every commerce city. They are commerce cities because they didn't have a lot of hammers to begin with and slaving in banks is just backwards (if fun). The solution is to specialize your commerce cities to a level I haven't heard anyone encourage yet, although some have hinted at it. Some cities will be science cities, they will build only science multipliers and rely on only one type of input - specialists, commerce, or hammers (note that hammer economy cities build hammer multipliers not science or wealth multipliers) - other cities will be wealth cities, they will similarly build only gold multiplier buildings and rely on a DIFFERENT type of input. Each city will need it's own happiness buildings, but because they are keeping their hammer costs down, they may not need hammer buildings at all.

The reason this works so well is in addition to reducing the number of buildings build, not every city you choose to make a commerce city is golden for cottaging. This lets you use cities for what they are good for while still having them make meaningful contributions to your economy.

Situation 1:
If your empire starts to grow too big for it's breeches, your beauro-cap with and academy and fifteen cottaged squares all being worked may be running only half it's golden commerce through your academy. You are loosing a quarter of your base commerce in beakers each turn!!!!! If this isn't a game changing cost you are playing on to easy a difficulty. To solve this problem you want your slider at 100% science. This means you need to find a way to come up with all that cost your empire has without commerce at all. All the courthouses in the world can't do that for you. You have two choices: Hammer out wealth from "production" cities, or merchant up your high food cities. I am going to say right now I never used to build wealth in any meaningful way until I realized how nice it was to have three production cities ready to switch over to military if I needed them to, but still contributing to my economy while I waited for a target or techs. (rifling is a long ways a way from nationalism, and it isn't going any faster if your production is dead weight on your economy) I have been converted. Having some hammer cities build wealth allows your GP farm(s) to still give you the great scientists you really want for bulbing to (or past) libralism, settling, building academies. But it costs you in units. If your diplo looks bad, it is not the time to neglect your military. (it is never a good time to neglect your military, but sometimes it doesn't have to be your top priority) Using your food heavy cities to train merchants (and priests if you are desperate for hammers/shrines) frees your hammer cities for more important things, and lets you take advantage of banks and grocers which come well before factories and power plants. It also can give you great merchants which you can settle in your (future) wall street city (hey is that extra food for more merchants?) or send on trade runs to allow deficit research or mass upgrades (your production cities have been building macemen and trebuchets and you just teched chemistry and steel. what will you do with your out dated army? CANNON RUSH). Your downside? No more great scientists for you.

Situation 2:
There you are happily running a specialist economy when you conquer your neighbor. Your neighbor has twenty towns and at least thirty villages/hamlets. It would be a shame to waste them, but you don't want to run some halfway shoddy weak economy and you don't have enough production to build up libraries and markets and universities and grocers and banks and observatories and all of these new cities. Solution? Specialize. You already have science multipliers in your science cities and wealth multipliers in your wealth cities (if you even have more than one), but everything is virtually independent from your slider. Your slider can't sit at 100% science with only your old wealth cities unless you had some serious wealth going before, so you probably want to run your slider as high as you can (or into culture to secure your new territory) and build up gold multipliers in your newfound commerce cities. The rest of your cities may want to start pumping out of date units now, because you are about to be rolling in dough. Once you are more or less done building wealth buildings and more or less out of your pillaging gold, drop your slider as close to 100% gold as you dare. Your multiplier buildings are now going full swing and the cash is rolling in big time. If you really want to you can try to switch your economy around now by doubling your infrastructure, (libraries and markets in the same city) or you could just find a way to use all that cash (did someone say chariots spam cavalry upgrade, steal pyramids, rushbuy everything you ever wanted?)

This has hardly been a complete guide, but I hope it opens some minds to a new type of hybrid economy. Please add your own ideas on how to use this to mine. If someone who has dealt with screen shots before wants to add some relevant ones, people using this would probably have a much easier time. I'd also love to hear some reactions from higher leveled players on this. (and anyone else who has thoughts on this)
 
To condense/rephrase that (partly to make sure I'm understanding you correctly):

Either focus on getting Library/University/Observatory in your commerce cities, and run merchant specs. and/or build wealth with hammers, or focus on getting Market-Grocer-Bank in your commerce cities, and run scientist specs. and/or build research with hammers.

It's nice when you can do it. Depending on the game, it can be impractical.
Before Code of Laws and Caste System, you're going to want Libraries for the scientist slots and the research boost. And libraries are pretty cheap compared to other commerce-multipliers, so it doesn't hurt as much as, say getting markets everywhere. At that point, the next science-building upgrade you get is usually the University, which you want to unlock Oxford anyways. So trying to specialize your commerce cities as wealth-producers is very hard. The example you cited - when you have almost no core commerce cities and conquer a bunch of cottaged land - is just about the only time it's convenient. But at the same time, it's often tough to pay the bills just on merchant specs. and building wealth - odds are your slider is going to get bumped way down anyways!

Also, a large part of the reason for running specialists is to get the GP. While any GP is nice, there are situations that call for a GS bulb (or a series of them), and situations that call for a trade mission. These situations can often be foreseen 30-50 turns in advance (so you can shift what specialists you're running to get the right GP). They usually can't be foreseen 150 turns in advance, which is when you'd have to predict them because that's when you'd be deciding between building libraries or markets. If your commerce cities have no markets, your economy is going to take a big hit if you switch your merchant specs (in the GP farms which have no libraries but all have markets) to scientists so you can bulb Philosophy.

That said - I think you're right generally, and I think many of the experts actually do this in practice when they can.
 
One concept to look at is your empire's "average :commerce: multiplier ratio". You take a kind of average of your :science: and :gold: multipliers, weighted by the amount of :commerce: your cities produce, and look at the ratio.

Put differently, move the slider to 100% and see how much :science: you get from :commerce:, then to 0% and see how much :gold: you get, and take the ratio. This value tells you what the value of converting :commerce: to :science: is, versus converting :commerce: to :gold:.

When you are considering the option of getting :science: or :gold: from other sources, you compare the ratio of what you can get to your empire's average commerce multiplier ratio. If it's higher, you take the :science:, otherwise you take the :gold:. (unless you have other concerns, such as a desire for certain :gp:)

For example, in an empire where every (relevant) city has a library, your overall ratio is going to be 1.25. You go trade with another civ -- you can either get a 600 :science: technology, or you can get 500 :gold:. Which should you get? Well, the ratio is 1.2, so you should* take the gold! Because of your empire's overall ratio, this will fuel an extra 625 :science: through deficit research.

*: Ignoring WFYABTA or any benefits from having technology now rather than later, and assuming deficit research is possible.


Building research and wealth is similar -- you trade one :hammers: for one :science: or :gold:, so if your empire's overall ratio is bigger than 1, you're better off building wealth. Same deal with considering running a merchant versus a scientist -- although there you have to consider what multipliers are present in that particular city.



One important thing to note is that you get no benefit from specializing commerce cities. Given the choice, you should always put a bank in your best commerce city, rather than trying to segregate them into science and wealth cities.

Instead, you should consider what your choice of buildings does to your empire's overall ratio. If your choice of buildings is imbalanced in one direction, such as building only research buildings, then sources of raw :gold: have great effect, being effectively multiplied by your average research multiplier via the slider. But if you balance your building choices (even if you cluster them so that some cities get all research buildings and some get all wealth buildings), then you get no special benefit from a source of raw :gold: or raw :science:.


I think I'm just rephrasing (and adding more detail to) what the two of you said, but I remember going over this theorizing back when Civ 4 was relatively new. It's always fun to do a brain dump. :)
 
Quote from MyOtherName:
One concept to look at is your empire's "average :commerce: multiplier ratio"

My point here is basically that by taking commerce cities as all one type of income, and using other methods of getting the other type ie. merchants and wealth infra in a few cities and commerce and science infra (only) in commerce cities, you can make the best of your multipliers in every city.

The average :commerce: multiplier ratio can be very high (near or at 2 or .5 by mid game) without stifling research or draining your bank. That is the goal of a split economy. Where you have part your economy running gold through gold multipliers and part of it running science through science multipliers and as much as possible never running gold through science multipliers or science through gold multipliers. This limits the number of building needed and allows for more building of wealth/research/units/other infra or higher populations if your production comes from slavery.
 
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