The Three Economies

Thalassicus

Bytes and Nibblers
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I think of economies as three possibilities. Which one we decide to pursue at the start of the game depends on our playstyle (tall/wide/conquest) and circumstances of the map terrain.

:c5gold: Gold Economy
  • Construction is global (gold from one city can build stuff in another city)
  • Village priority.
  • Commerce tree priority.
  • Specialists contribute to 0-2 cities.
  • Strong for Conquest games and Coastal empires.

:c5production: Production Economy
  • Construction is local.
  • Mine/mill priority.
  • Flexible policy strategy.
  • Specialists contribute to 0-2 cities.

:c5citizen: Specialist Economy
  • Construction can be global or local.
  • Farm priority.
  • Specialist policies from each tree.
  • Specialists contribute in some way to most cities.
  • Strong for Culture games.



:c5gold: Gold Economy

A gold economy is fantastic for coastal empires because coast tiles generate a lot of gold. We have an inherent advantage there which the Commerce policies boost further. Gold economies are also very good for conquest victories. We get gold from policies in the Honor tree and puppet states have a built-in gold focus. The Commerce finisher is also very powerful for warmongers who have claimed lots of luxury resources but have few trading partners.


:c5production: Production Economy

A production economy is the main economy in vanilla Civ 5. Relying on villages or specialists as a main source of revenue is usually not an option in vanilla. In the Vanilla Enhanced Mod, it's basically a fallback position for wide empires (where specialists aren't as useful) if we don't need to get the Commerce tree. This is most likely applicable to highly expansive Science-victory empires. Scientific empires are very flexible and could reasonably select from any of the three economies.

As a side note, production is local and doesn't require policy investments to be viable, so one or two cities are usually production-based in any game. These are cities where maximum production speed is desirable and the item is expensive to purchase, or cannot be purchased at all. This is useful for cities building wonders or military units.


:c5citizen: Specialist Economy

An economy which relies largely on Specialists for yields like :c5production: and :c5gold: has powerful flexibility. We can instantly change yields across our empire (unlike with tiles). Individual specialists have a lower yield than most tiles until later in the game, but are valuable for making Great People in the early game. Specialist economies are particularly useful for Culture Victory games. Artists are a strong source of culture, and if we're going to have Artists it makes sense to support them with policies. Specialist economies are also valuable in other circumstances:

  • Tall empires with 20+ citizens per city. These cities tend to run out of tiles to work.
  • Tall empires usually have more National Wonders, which feature extra specialist slots.
  • Cities in arctic or desert areas, or on coastlines and islands, run out of tiles quickly.
  • Gandhi can get very high populations for use with specialists.
  • Suleiman's trait improves all specialist yields.
 
Yes, I did get the feeling that you made the gold economy more viable than half a year ago. I'll focus on this approach, especially in combination with a coastal start, and try to give some feedback.
First thing I have to check is how much need there is for production improvements in VEM now. Sure, we have to build mines on iron or gold, but is it viable to have larger numbers of normal mines/lumbermills in a gold eco - apart from the very early game? Going to browse through the Civpedia a bit...

EDIT: Well, we need production at least in wonder-producing cities :lol:



I was never the SpecEco type, even back in Civ4, but I'll try to use them more, too.
 
EDIT: Well, we need production at least in wonder-producing cities :lol:

You've got one of the areas there; the other is military-unit production cities. I'll add that info to the original post.
 
Speaking of gold economies: I started a game with Cathy last night intent on playing a Renaissance warmonger game. However, when the map spawned, I had 6 gold tiles within 5 tiles of my first city. By turn 100, I had the second largest economy on Immortal. Gold economies are superpowerful in VEM.
 
While I absolutely trust your judgement, the example is a bit less than optimal for proving the strenght of an economic concept. If I'd start with 5 gold tiles within my starting sight radius, I'd just think: "Boy, if you lose this one, you suck" ;)
 
Do you guys find in the industrial era you often send your workers back for a second pass on your improvements to move the farms off rivers and replace with villages? It's an interesting effect I've noticed from the +1G for river improvements bonus in VEM.
 
Do you guys find in the industrial era you often send your workers back for a second pass on your improvements to move the farms off rivers and replace with villages? It's an interesting effect I've noticed from the +1G for river improvements bonus in VEM.

All the time, especially in games where I am delving into Freedom.
 
Something else to add is I balance yields around this formula:

1 :c5citizen: ≈ 1 :c5happy: ≈ 2 :c5food: ≈ 3 :c5production: ≈ 3 :c5gold: ≈ 3 :c5science: ≈ 3 :c5culture: ≈ ? :c5war: (to be determined)
 
Do you guys find in the industrial era you often send your workers back for a second pass on your improvements to move the farms off rivers and replace with villages?

I find that with all the bonus :c5food: available in VEM I rarely build farms at all anymore.
 
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