State property is growing on me

vormuir

Prince
Joined
Mar 14, 2006
Messages
348
Always disliked it before -- you're giving up the free specialists and trade routes of Mercantilism/Free Trade, and the "no loss for distance" benefit was no big deal on most maps if you'd placed your Forbidden City carefully.

But the last few games I've been exploring it and now I see what the fuss is about. The "+1 food for workshops and watermills" moves these two improvements from marginal to awesome.

I think the moment it clicked for me was when I was building a watermill for a northern city, on a river tundra tile... that tile went from being a pretty useless 1 food / 1 commerce, to a more-than-decent 2 food / 3 hammers / 1 commerce. Soon thereafter, I realized (yes, I know, I'm slow sometimes) that with Biology, you could take a food city and convert a bunch of Farms to Workshops... your surviving farms would keep the city fed, while the Workshops would send your production soaring.

I need to tinker with this some more, but okay... State Property is a powerful civic.


Waldo
 
State Property is one of the best civics I think.

with BTS now, it also gives 10% production bonus in all cities, so this further boosts the extra hammers you create with windmills and workshops. so it's really a good civic all-around for going into war and if you have a large empire or soon-to-be large empire.
And because it's low cost, I like to pair it with Police State and/or vassalage, which are expensive to run.
 
state property kicks starts my tank-fueled domination attempt by using vocum sineratio-type production cities.
 
You can't maximize production without state property. For a late game production, state property is by far the best. I would even go so far to say that SP is if not the most powerful civic, equal or close to equal with Bureaucracy and Representation. For large late game empires, SP is by far the most powerful civic.
 
True, but often the hammers from Mining Inc (if you have it) offsets the production bonus and then some. If you factor in Sushi as well taking 1 food=1 hammer (2 food can run an engineer) then under Free Market is the way to go if you have the right corporations.
 
I'd also have to class the loss of corporations as a major downside to state property. It's not that hard to get the Sushi/Mining Inc combo to produce 20 food and 20 hammers a turn.

For very large empires corporations costs do begin to stack up, and you have proportionally less foreign branches to offset them as you approach the domination threshold. That said though, if you're that close you can probably turn research off anyway.
 
i'd love to run state property, but I find myself in health troubles all the time. The extra health from environmentalism usually saves me.

I'm a new player, so probably doing something wrong... but, health and happiness are always giving m grief.


With state property, do you still gain :gold: from corporations?? eg: you found a corporation and spread it to other civs.
 
Derbus said:
With state property, do you still gain from corporations?? eg: you found a corporation and spread it to other civs.

Curiously you do still get your 4gpt from the HQ for any branches in foreign civs. You can't spread the corporation under SP though, so you'd have to run something else for a while to spread those branches. Frankly, the HQ income isn't the real power of a corporation either, more a handy support for domestic branches.
 
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