The Economic Miracle

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blitzy

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Does anyone else use the "We love the President" thingy to launch a massive population explosion in every city and double the economy twice over in five or six turns? Its simple to do and makes your line on the power-graph go vertically upwards.

Blitz
 
I use it only when i'm not busy with anything else like a war or trying to catch up in science or pull ahead in science.
It works miracles
biggrin.gif


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A.K.A Gregorius_Luxius
http://civfanatics.com Staff and forum moderator
 
Yeah, a war screws the whole thing up. Also, the massive population shift induced causes widespread economic instability, because the population accelerates beyond the ability of the infrastructure required to support it. In Civ III. it would be nice to see the AI being able to use strategies like this.

Blitz
 
Economic development at high speed is one of the most interesting concepts of the game.

Reversing a bad position by intensive growth is a great thing to do. Does anyone else have some quick-fix strategies for this sort of Japanese-style growth?

Blitz
 
So blitz- how would you go about gaining WLTKD in all of your cities in rapid succesion? Crank the luxuries, and drop the taxes? Once you grow like that, won't it be difficult to maintain happiness when you return the tax rate/science/luxuries to a normal level?
 
Originally posted by drake:
So blitz- how would you go about gaining WLTKD in all of your cities in rapid succesion? Crank the luxuries, and drop the taxes? Once you grow like that, won't it be difficult to maintain happiness when you return the tax rate/science/luxuries to a normal level?
ah, so that is how you get the WLTLeaderD? I will have to try that.



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-PaleHorse76-
All rights reserved, all wrongs avenged.
 
or you get it by being uder dem and having lux rate at 20% and having the stock exchange and the like in target city and having lots o trade

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the best *&%$#@ chess player around here
 
So how about ancient times, when you first get republic?

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Have you ever thought about your soul and can it be saved?
Or perhaps you think that when you're dead you just stay in your grave.
 
hmm. well i for one dont. its not really on my high priority list, and im usually really low on money, so cant afford to take away taxes

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the best *&%$#@ chess player around here
 
Sc- I usually feel the same way, but there are times when you need to crank things up on the domestic home front so you can start expanding.....
 
This is a very important and interesting area, probably the most important one in the game from the perspective of economic management.

Drake is correct in saying that the growth in population can rapidly become unsustainable, but if it is maintained properly, 100% growth in a few turns can easily be achieved.

To explain this takes a bit of time, but if you stick by me, its well worth it.

Firstly, imagine you have a graph which you have drawn about your Empire. The graph shows three things.

1) The population.

2) The amount of roads and irrigations.

3) The amount of infrastructure in cities.

If you draw such a graph (I have already tried it) then several things will become apparent.

1) There is a correlation between these three elements.

That is to say, if one of them goes up, the other two will follow.

2) The closer they are together, the better the economy is running, and the better the opportunities for long term growth.

If they are in unison, growth can occur rapidly. If they are kept in unison, long term growth will occur.

3) The relationship between the three elements change as the game progresses.

As technologies, city sizes etc. change

4) THE RATE OF ECONOMIC GROWTH IN THE EMPIRE IS DIRECTLY RELATED TO THE NATURE OF THE CHANGES IN THE RELATIONSHIP BETWEEN THESE THREE ELEMENTS.

As one goes up, if the others don't follow, growth will slow down. However, small changes are necessary in this graph, as this provides the dynamic for growth.


So, am I just stating the obvious?
To some extent. Everyone knows that population, buildings and roads/irrigations are needed, in balance.

However, I would go one step further than that, and state that there are mathematical laws for growth which can be developed from these graphs.

This means that at any time in the game, given the correct economic and other information, a prediction can be made as to the exact investment required to stimulate maximum economic growth.

For example, in 'We Love The President' the population side of the graph expands rapidly. This means the line representing population goes up vertically, leaving a 'gap' between it and geography/buildings. This gap needs to be covered rapidly to maintain stability.

However, the population can leave the infrastructure way behind by ensuring that output of luxury goods increases to temporarily bridge the gap caused by inadequate infrastructure.

Sad as I am, I am actually writing an essay on this, with full mathematical proofs. Once it is developed, a complicated but very powerful model will emerge for economic management. I reckon this could be used in Civ III for AI management, and also to give the player some new graphs to help with his economy.

If this idea catches on, I'd like to be recognised as the originator of it.

Blitz.
 
I use We Love the (King) days often in Civilization 1 to further my economy. Here is how I deal with the stability:

1. When I regularily tour my cities, I often make judgements about "happy" improvements (temples, cathedrals, colosseums). These decisions sometimes mean that I will immediately build an improvement there (whichever is appropriate for the city in question), but sometimes the current improvement (a library, perhaps) is more important, and so I will make a strategic decision to delay building the "happy" improvement till a later time.

However, when preparing for a We Love the (King) period, I always favour the "happy" improvements. Doing so gives each of my cities a buffer of at least 3 content citizens where it can grow without exceeding the morale supplements of the existing structures.

Now, I know you are all thinking that this is silly, since happiness is hardly a concern during a "We love ____" day, but it actually is. If your cities do not have proper structures BEFORE, you can often forget DURING, and be left with a serious luxuries-addiction afterwards. It can also sometimes cause some of your cities to NOT go into "We love ____" mode when you up the luxuries, which can really throw things off-balance.

2. I make sure I am at peace. I suppose this is obvious.

3. Build settlers with "eager" cities. If a city seems to be outgrowing its ability to produce the resources required to maintain the city, then I always build settlers with these cities. They not only actively decrease the population, they also create a continual drain on the food production which causes it to level off earlier. In addition to these to advantages, this handful of settlers (or engineers, for you civ2 people) can be used to create more sources for resources around the city by building mines, forests, and railroads on existing mines. After the We Love ______ day period is over, you can use these settlers to colonize vast new areas, build railroads throughout your contintent, build military roads, increase the size of cities that were short-changed by the We Love ____ day, or any other use. Having a load of settlers around is remarkably useful, especially in developing countries.

4. I always have cash on hand ahead of time. How much? That's the answer Blitz will attempt to answer, but I would like to propose an answer, the one which I personally hold to. First, after allocating the necessary funds to luxuries (to cause the We Love ____ day) deplete everything frmo the science budget and put it into taxes. Second, view the economic (or "trade") advisor's report. Look at the cost of maintaining all of your improvements. Take this total, multiply it by the number of years you intend to spend in "we love..." days, then divide by two. Perhaps 3 times the annual improvement cost is a good amount. That gives you 6 years. However, don't let that estimate govern how long you ACTUALLY stay in "we love..." mode. Stay in that mode until one of several conditions is met: you go to war, the treasury falls below the total annual maintenance for your improvements (regardless of whether income can balance the expenses, if you do not have this cushion, it is not safe to stay in "we love..." mode), or you decide that your cities are large enough.

These 4 important considerations make going into We Love _____ days a safe and effective strategy for increasing the population and prosperity of your nation.

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Civilization I Master of masters
Webmaster of Civilization I Fanatics Center
 
Thanks for the great insight guys.......
I'd like to read that essay when it's done Blitz......hopefully it will have some nice diagrams...I am a visual learner and this would be the only way I ever really get anything.

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Have you ever thought about your soul and can it be saved?
Or perhaps you think that when you're dead you just stay in your grave.
 
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