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The Horse Economy

Discussion in 'Civ6 - Strategy & Tips' started by alpaca, Oct 30, 2016.

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  1. LanguishViking

    LanguishViking Warlord

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    Scythia is sooooo boring to play

    Light Cav for OP military
    Pony Economy for Endless gold for buildings, builders and settlers
    Overflow for Wonders and Districts.

    In cities with enough production you get more from overflow than you can get from regular building.
     
  2. alpaca

    alpaca King of Ungulates

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    You are correct. I was not aware of this behavior at the time of writing and subsequently interpreted the interaction of production modifiers, chopping and overflow as a bug when I read about it, so did not bother to edit it in.
     
  3. AmtrakQuebec

    AmtrakQuebec King

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    I guess you could do the same thing with the Venetian Arsenal since it creates two ships for every one you produce.

    :crazyeye:
     
  4. KmDubya

    KmDubya King

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    This^

    There should not be any disbanding gold at all. the savings to you for disbanding is in the reduction of unit maintenance. There is already a mechanism for converting cogs to gold - the district projects for commerce districts, maybe the harbor district as well.
     
  5. alpaca

    alpaca King of Ungulates

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    The problem with this is that while theoretically possible on islands maps, on continents or pangea you probably won't have enough coastal cities to make up for losing the +100% in your non-coastal cities. On the other hand, Arsenal is easy to pick up, so this could be considered a situationally good play, or a possible partial replacement depending on how the devs fix horses.
     
  6. MyOtherName

    MyOtherName Emperor

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    Effects of units to gold include:
    • Reducing the pressure to skimp on early scouting / military (you can sell the scout when it's time to expand, or sell off that second slinger if your nearby area is clean)
    • Cogs to gold (Yes, I know there is the commerce project, but that's as much about getting great merchant points as it is getting gold)
    • Reducing the drawbacks of being stuck with an aggressive neighbor (after fending off an attack, you can recoup part of the costs of having to build the military that fends them off)
     
  7. AmtrakQuebec

    AmtrakQuebec King

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    I tried it on the Inland Sea map and it works very well.
     
  8. AmtrakQuebec

    AmtrakQuebec King

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    I was getting 20,000 for some Armada's...

    aye Carumba!
     
  9. AmtrakQuebec

    AmtrakQuebec King

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    So, no more Horse Economy...

    RIP
     
    George Abitbol and CaiusDrewart like this.
  10. CaiusDrewart

    CaiusDrewart King

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    RIP in pieces Horse Economy
     
  11. He-Who-Hunts

    He-Who-Hunts 2nd Legionary Cohort

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    Thank god this **** is gone, the amount of people who mistaken this exploit for an actual strategy is insane.
     
    Olleus likes this.
  12. alpaca

    alpaca King of Ungulates

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    While I'm also glad it's gone, taking the gameplay systems to their logical extremes is what strategy games are all about. For almost anything that people consider good strategy, you will find another person that labels it an exploit. You can't always play with your arms tied behind our back just because the game design is screwed up. One would be similarly justified in saying that people should not fight wars because it's a huge exploit due to the poor AI, or building factories, or, or, or.
     
  13. Olleus

    Olleus Deity

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    Slippery slope/strawman fallacy.

    Just because other people could use this line of argument in weird situations where it doesn't hold, does not preclude the line of argument from being valid in this particular case.
     
  14. King Jason

    King Jason Fleece-bearer

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    Product of poor design or not, don't act like you're blind to the fact that some things are obviously bugs/exploits, while some things are obviously not. An early rush on a dumb A.I. leading to a decisive advantage, while admittedly poor design; the process of build troops + attack enemy = get their stuff is a pretty straight forward consequence of the actions the player is taking in relation to the rewards they can expect to receive. The same can be said for factory overlap, which you also mentioned.

    Building the same unit only to delete those units ad infinitum to fund the entirety of the operations of your civilization is, quite obviously, not an intended consequence of the actions taken by the player.

    Attempting to argue that any strategy could be viewed as an exploit by those who think it makes the game too easy, and thus conversely, any exploit is by right a strategy, is just foolish.
     
  15. joncnunn

    joncnunn Senior Java Wizard Moderator

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    Moderator Action: With this tactic made obsolete in the Fall patch; this thread is now closed
     
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