The Economic Strategy Compilation

Onionsoilder

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I know that there are quite a few strategies that have been developed to work with FFH. Some like the Aristogarian are well-known; other such as the FoL economy are... less well-known. This is an effort to list all of them, even ones for specific civilizations or even leaders. I'll start out with the ones I know. If you have any others, or want to make corrections, just post below and I'll see about adding it.

Aristogarian
Perhaps the most well-known economy, Aristogarian requires minimal inventment and gives good payouts, though players must decide to aim for it early in the game. The required technologies for this are Calendar and Code of Laws; Construction is also very useful for spreading farms around, and Sanitation increases your food output. Both Financial and Philosophical leaders benefit from this economy, as Financial gains a raw commerce boost and Philosphical benefits from the large amount of specialists you will undoubtedly be running.

Trader Economy
Less well known and more specialized, the Trader involves a lot of cities with a lot of trade routes. This works particularly well on maps with lots of ocean, even if you are not the Lanun. You will want to aim for Cartography, Trade and Currency to gain the optimum benefit from this economy. Wonders such as The Great Lighthouse are also helpful. This economy works well for Organized and Expansive leaders. Organized leaders pay less on civic upkeep, which will increase with your amount of cities. Expansive leaders can quickly build settlers to get more cities out there.

This economy is NOT good for warmongering leaders, despite them having a lot of cities; you will need a lot of Open Borders for this to work. For this reason, the Eyes and Ears network might be a good wonder to aim for; you will have a lot of Open Borders anyway, and Inns which are requires for EaEN boost trade routes anyway.

Raider Economy
The exact opposite of the trader economy, this is for warmonering leaders. It involves - what else - pillaging and capturing cities. The extra gold can both fund your continued war efforts and let you run your science at 100%, all while hurting your oppoents. This economy works very well with leaders who have the Raiders trait, for obvious reasons. I have found that this economy works very well. One important thing to note about this is that as soon as the conquest grinds to a halt, so does your economy.

Fellowship Economy

A lot of people relegate the Fellowship of Leaves religion to an elf-only thing. Not so. While FoL certainly is the best religion for the elves, and while the elves obviously profit the most from it, other civilizations can too. Extra food, production and health is never a bad thing. For non-elven civilizations, you will need Archery, Way of the Forest and Priesthood. Hidden Paths is useful if you want to make the most of your bonus food.

Because non-elves can't build most improvements in forests, they will need Archery to build Lumbermills. Lumbermills can't be built in ancient forests however, so you need to get them built before the transformation takes place. So what happens if the forest upgrades before you have a lumbermill built? Simple - you cut the forest down *gasp* and have a Priest of Leaves grow a new one. You will need a lot of workers to get the mills build before the upgrade

Ancient Forest Lumbermills grant +1 food and +2 hammers. Compared to +1 food +2 commerce with Aristogarian(tack on an extra food with Sanitation), it's not that bad. The advantage of this is that with Guardian of Nature, you also get HUGE health and happiness bonuses, so your cities can grow quite large. The downside is that this is economy is incredibly vunerable to pillaging(if you lose a lumbermill, you might as well lose the whole forest).


Specialist Economy

The main idea of this economy is that a significant amount of your beakers and gold and comes from assigning specialists in your cities rather than from xommerce filtered through the science and gold sliders. You will also generate massive amounts of GPP, granting you dozens of great people throughout the course of the game to settle in your cities, discover new techs, start golden ages or what have you. Early buildings that enable specialists are Elder Councils, Markets, Pagan Temples and Carnivals. Note that the first two produce a little beakers and gold themselves and can help support your early economy, but you need to pursue techs that enable more specialist buildings and/or a civic that grants unlimited specialists to make this economy work.

This economy type is very much dependent on your civics. Republic is very helpful for the extra GPP. Agrarianism will help you produce more to feed the specialists. Caste System or Guilds are strong economic civics depending on whether you want to boost the strength of your existing specialists or run more, and Arete is viable if you are RoK. You have many choices for cultural values: Pacifism for more GPP, liberty for free specialists and unlimited bards, or scholarship for better and unlimited sages. Philosophical, Charismatic and occasionally Expansive leaders work well with this strategy. BEcause their non-priest specialists are stronger than other civilizations, the Sidar work very well with this economy.

Pirate Economy
Only the Lanun can really take advantage of this economy. With +1 food on ocean tiles, they don't look so bad. Pirate Coves make them look even better. Coves are essentially ocean-based Cottages, but with additional bonuses; instead of just granting commerce, they also grant food and production. Fishing and Sailing are useful technologies, obviously. Privateers can also help by pillaging gold(similar to the raider economy) or by protecting your investements.

Since you're working coastal tiles, a Financial leader is best. The Lanun only have one financial leader; Hannah. This isn't to say Falamar is bad; you will be getting alot of food from the ocean, and the extra happiness and health from his traits is very beneficial.

Cottage Economy

The Cottage Economy is a great economy for spread out civs, warmongerers, or people who don't want to pay much attention to what their cities are doing. The usual civic to run this with is city states, with the major exception being the Kurotaes who will run godking or republic (+1 food from enclaves seals this deal). The bannor are another civ that will run this, due to demagog's coming from towns when running crusade.

The hybrid Economy
The hybrid economy of course combines 1 or more of the above economies. Usual hybrids are running aristograrian and a specialist economy together, running trade and specialist, or trade and cottage. Basically, you take and designate specific cities for different things. With the arisograrian, you can support specialists with all that extra food, and each farm gives extra gold as well. With trade and specialist, you are going to want larger cities to support more specialists, and larger cities inevitably get more from trade routes. Trade and cottage can give you alot of money due to you likely having a large, spread out empire, and when each city can start with 4 trade routes, and even interior cities being able to get up to 7, with coastal cities getting up to 11 (FFH may have this capped at 8 though, some of the modmods change this).
 
Just a note on the Trader Economy: I believe trade routes are based on the population of the connected cities so having bigger cities means more income. Definitely does not mean you have to have huge cities for it to work, but it's a thought when trying to get the most of it.

I think it's amusing that aside from Aristograrian the Lanun can master all of the others. Their economy is so insane. Even though I really like the civ it's just too dang easy and I can't stand to play them anymore!
 
Just a note on the Trader Economy: I believe trade routes are based on the population of the connected cities so having bigger cities means more income. Definitely does not mean you have to have huge cities for it to work, but it's a thought when trying to get the most of it.

This is true, but only for cities over size 10. I first noticed it in a Grigori game about a month ago...

I think that you gain 0.10 base profit for each population over 10 in your cities, and a +0.10 multiplier for each population over 10 in the city being traded with(so your size 20 city trading with a size 15 city would get 3.00 commerce from that route without any other multipliers). This is why you want as many open borders as possible, so you can trade with more high-population cities.
 
Even the traditional SE from BtS works significantly differently.

Specialist Economy

The main idea of this economy is that a significant amount of your :science: and :gold: comes from assigning specialists in your cities rather than from tile and trade route :commerce: filtered through the :science: and :gold: sliders. You will also generate massive amounts of :gp:, granting you dozens of great people throughout the course of the game to settle in your cities, discover new techs, start golden ages or what have you.

Early buildings that enable specialists are Elder Councils, Markets, Pagan Temples and Carnivals. Note that the first two produce a little :science: and :gold: themselves and can help support your early economy but you need to pursue techs that enable more specialist buildings and/or a civic that grants unlimited specialists to make this economy work.

This economy type is very much dependent on your civics. Republic is very helpful for the extra :gp:. Agrarianism will help you produce more :food: to feed the specialists. Caste System or Guilds are strong economic civics depending on whether you want to boost the strength of your existing specialists or run more, and Arete is viable if you are RoK. You have many choices for cultural values: Pacifism for more :gp:, liberty for free specialists and unlimited bards, or scholarship for better and unlimited sages.

The Sidar are obviously the masters of this economy type. Their specialists (except priests) are more productive and their units can become shades and join cities as super specialists when they reach level 6.
 
Mo mention at all about the good old fashioned cottege based economy form Vanilla Civ IV?

Best wisehs,

Breunor
 
Does anyone really want to build early carnivals to run artists in a specialist economy? Are there any good bulbing options I'm not familiar with?

You might mention the Great Library and its +1 beaker per scientist effect. It's even more awesome than in BtS if you're running lots of scientists.
 
Great Artist can build the FoL shrine. Maybe some of the others too? Might be preferable to building the Pagan Temple.
 
Does anyone really want to build early carnivals to run artists in a specialist economy? Are there any good bulbing options I'm not familiar with?

You might mention the Great Library and its +1 beaker per scientist effect. It's even more awesome than in BtS if you're running lots of scientists.

Drama-->Sanitation double bulb, or Medicine

Or a culture bomb.
 
I think GAs can also be used to bulb Sorcery if you don't have the sanitation prerequisites.

Yup, but I think only the elven civs could realistically do it. Not researching bronze working or construction is very restrictive otherwise. Plus the elves have an easier time popping a great bard with FoL too.
 
Should throw in the FoL section that Elven slaves can build improvements in the forest. I forget the % chance you can get Elves from the slave trade though. I'm not sure if that's an efficient strategy, but it seems like it could work.
 
Should throw in the FoL section that Elven slaves can build improvements in the forest. I forget the % chance you can get Elves from the slave trade though. I'm not sure if that's an efficient strategy, but it seems like it could work.
You must be running an old version. Captured elves can not build improvements in forests anymore.
 
I was referring to the slaves from the EoS slave trade. I thought they had a random chance to come out Elven or Dwarven?

Definately a small chance on the dwarven. I was messing around last night in a scenario and popped about 30 plus slaves (converted them into Lunatics I think) and had 1 dwarf and no elves out of all of them.
 
Cottage Economy

The Cottage Economy is a great economy for spread out civs, warmongerers, or people who don't want to pay much attention to what their cities are doing. The usual civic to run this with is city states, with the major exception being the Kurotaes who will run godking or republic (+1 food from enclaves seals this deal). The bannor are another civ that will run this, due to demagog's coming from towns when running crusade.

The hybrid Economy
The hybrid economy of course combines 1 or more of the above economies. Usual hybrids are running aristograrian and a specialist economy together, running trade and specialist, or trade and cottage. Basically, you take and designate specific cities for different things. With the arisograrian, you can support specialists with all that extra food, and each farm gives extra gold as well. With trade and specialist, you are going to want larger cities to support more specialists, and larger cities inevitably get more from trade routes. Trade and cottage can give you alot of money due to you likely having a large, spread out empire, and when each city can start with 4 trade routes, and even interior cities being able to get up to 7, with coastal cities getting up to 11 (FFH may have this capped at 8 though, some of the modmods change this).

Lastly, some notes on the trader economy
Every city starts out with 1 trade route, if it is connected to another city. Free trade routes can be gotten from the techs trade and currency, as well as from the overcouncil or undercouncil resolutions (overcouncil and undercouncil each allow +1 trade route resolution). Free trade adds +1 trade routes to all cities, with another +1 to coastal cities. Lighthouses grant +1 trade routes, as do inns and taverns. The great lighthouse adds +2 trade routes to all coastal cities. This leads to a possible 7 trade routes in all cities, and 11 in coastal cities.

Trade route income is determined by a number of variables. Population adds +.1 commerce per pop over 12 (iirc, I could be wrong here). This is added as a % multiplier in the city receiving the trade route, or as a +.1 commerce in the city providing it (that means that if the city with the trade route is providing it, all the other multipliers will effect that, not just multiplier from the city receiving it. Trade route income is increased +25% from connection to capital, from having an inn, and from having a tavern. It is increased by +50% from having a harbor. It is increased +100% from overseas trade, and 150% from prolonged peace (this is what makes foreign trade routes so nice). All in all, this means that a city can have +375% increase in trade route income, not counting population. That 375% is additive, meaning that a trade route providing 1 base commerce now provides 4 commerce (it is rounded down, always). Increase it by 25% due to population (30% actually, but you get the picture) and that is increased to 5 commerce. Lastly, if the city you're trading with provides 1.2 commerce base, that commerce is multiplied by 375%, then added, giving you 5.5 commerce base, or 5 commerce.

-Colin
 
Pirate Economy
Only the Lanun can really take advantage of this economy. With +1 food on ocean tiles, they don't look so bad. Pirate Coves make them look even better. Coves are essentially ocean-based Cottages, but with additional bonuses; instead of just granting commerce, they also grant food and production. Fishing and Sailing are useful technologies, obviously.

Since you're working coastal tiles, a Financial leader is best. The Lanun only have one financial leader; Hannah. This isn't to say Falamar is bad; you will be getting alot of food from the ocean, and the extra happiness and health from his traits is very beneficial. This economy can also be combined with other economies.

Not that they need it, but the Pirate Economy is also helped along by, well, Pirates. With the Lanun emphasis on naval techs, you can get to Compass, Pirates, and the Black Wind FAR before anyone has Frigates, which are the only decent counters for stacked Pirates. This will give a very long stretch of leeching large amounts of cash from your allies' trade routes every turn, which can let you push your science slider all the way up.
 
I was referring to the slaves from the EoS slave trade. I thought they had a random chance to come out Elven or Dwarven?
Only Elven civs can build (non-lumbermill) improvements in Forests without destroying the Forest, and they can do so with any worker-type unit they happen to have, regardless of the race of that unit.

Non-Elven civs cannot do so, even with worker-type units that happen to have the Elven racial promotion. This includes slaves, regardless of where they come from.
 
Only Elven civs can build (non-lumbermill) improvements in Forests without destroying the Forest, and they can do so with any worker-type unit they happen to have, regardless of the race of that unit.

Non-Elven civs cannot do so, even with worker-type units that happen to have the Elven racial promotion. This includes slaves, regardless of where they come from.

Alright, then I obviously misunderstood the significance of having a chance of slaves of different races. Seems pointless now.
 
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