TinkerJohn
Chieftain
- Joined
- Feb 2, 2008
- Messages
- 38
The Water Economy is an interesting idea, similar to a cottage economy that requires no building of cottages, and relying on wonder-driven (then later technology driven) trade routes to provide cash.
The weaknesses of the trade economy is that it requires a fair amount of exploration and peace to allow enough money to be made from routes. Also water squares actually get worse
crazyeye
as you get more tech and make the Colossus obsolete. Luckily as you get more tech your trade routes get stronger and stronger, eventually providing more money then the extra colossus would. Not that that doesn't reduce the sting of losing them!
The basic idea is to build the Lighthouse and Colossus, which establish +2 trade and +1 commerce/square for all cities on the coast. At that point any new city you build on the coast instantly has 3 citizen free economy spots from trade, and every water square gives 2 food and 4 commerce. No workers needed!
Ironically the best way to run a trade economy is to minimize your coastal squares. Upgraded cottages are better then water squares after 3 growths (2 on a river) which is really a shame, considering in real life how important coastal cities are. However remember not all cities can be perfectly placed, and having free Cottage level 3 squares instantly for newly founded cities allows good early growth.
The Start
Basically there are three major trade wonders that you want to get. One of your first or second cities should be on a coast (minimize water squares) with maximized production. At the beginning of your game this city should be at maximum production to construct your wonders. The starting wonders are Temple of Artemis, The Great Lighthouse, and Colossus.
At the beginning of the game, the important thing to remember is that on harder difficulties you need to get the wonders before others do. The first techs you should get are Mining --> Bronze Working to establish chopping/mining early. The second techs should be Mysticism --> Polytheism to allow for building the Temple of Artemis. The Temple is often built early by the AI and on harder difficulties it should be your first priority. The second wonder should be the Lighthouse, then Metal Casing and the Colossus. Even on higher difficulties a focused growth plan should allow you to obtain these wonders.
LEADERS
If you aren't Financial, then you better be playing on a magical map where every city is connected to the sea with a narrow strip of water, or you're losing 33% of all finance from every water tile.
Of course, since you really want these wonders to establish trade. Hyuna Capec is tops. Later in the game Hannibal or Willem are both very strong for their UBs and Traits once you establish your wonders. As difficulty goes up, industrius trait becomes more important. Hannibal's Cothon is great, but the Dike really is unbelievably good as an UB. It provides an amazing boost to sea towns, however it could be argued that by the time you have it, you shouldn't need it. Hannibal's UB arrives early enough it makes a large difference to your game.
GREAT PEOPLE
One interesting thing to note is that this economy runs very similar to a cottage economy. All the wonders produce great merchants however, and great merchants can be settled (or put on a trade mission) to generate hard $$$ in a single great commerce city, thus allowing you to raise your science slider higher because more of your money is from hard cash, not commerce.
An extremely good guide to the nuts and bolts of trade routes can be found here. http://forums.civfanatics.com/showthread.php?t=159047&page=2
THE DOWNSIDES
I must mention some of the weaknesses of this strategy. Sea Squares with financial/Colossus provide 4 commerce and 2 good, very comparable or better then early game cottages...
Unfortunately all that ends as democracy and the subsequent boosts to cottages are reached. Late game cottage tiles are much much better fully developed. That being said, at the beginning of the game 2F/4C tiles are really powerful, and stay that way all the way up to the Industrial Era.
The weaknesses of the trade economy is that it requires a fair amount of exploration and peace to allow enough money to be made from routes. Also water squares actually get worse


The basic idea is to build the Lighthouse and Colossus, which establish +2 trade and +1 commerce/square for all cities on the coast. At that point any new city you build on the coast instantly has 3 citizen free economy spots from trade, and every water square gives 2 food and 4 commerce. No workers needed!
Ironically the best way to run a trade economy is to minimize your coastal squares. Upgraded cottages are better then water squares after 3 growths (2 on a river) which is really a shame, considering in real life how important coastal cities are. However remember not all cities can be perfectly placed, and having free Cottage level 3 squares instantly for newly founded cities allows good early growth.
The Start
Basically there are three major trade wonders that you want to get. One of your first or second cities should be on a coast (minimize water squares) with maximized production. At the beginning of your game this city should be at maximum production to construct your wonders. The starting wonders are Temple of Artemis, The Great Lighthouse, and Colossus.
At the beginning of the game, the important thing to remember is that on harder difficulties you need to get the wonders before others do. The first techs you should get are Mining --> Bronze Working to establish chopping/mining early. The second techs should be Mysticism --> Polytheism to allow for building the Temple of Artemis. The Temple is often built early by the AI and on harder difficulties it should be your first priority. The second wonder should be the Lighthouse, then Metal Casing and the Colossus. Even on higher difficulties a focused growth plan should allow you to obtain these wonders.
LEADERS
If you aren't Financial, then you better be playing on a magical map where every city is connected to the sea with a narrow strip of water, or you're losing 33% of all finance from every water tile.
Of course, since you really want these wonders to establish trade. Hyuna Capec is tops. Later in the game Hannibal or Willem are both very strong for their UBs and Traits once you establish your wonders. As difficulty goes up, industrius trait becomes more important. Hannibal's Cothon is great, but the Dike really is unbelievably good as an UB. It provides an amazing boost to sea towns, however it could be argued that by the time you have it, you shouldn't need it. Hannibal's UB arrives early enough it makes a large difference to your game.
GREAT PEOPLE
One interesting thing to note is that this economy runs very similar to a cottage economy. All the wonders produce great merchants however, and great merchants can be settled (or put on a trade mission) to generate hard $$$ in a single great commerce city, thus allowing you to raise your science slider higher because more of your money is from hard cash, not commerce.
An extremely good guide to the nuts and bolts of trade routes can be found here. http://forums.civfanatics.com/showthread.php?t=159047&page=2
THE DOWNSIDES
I must mention some of the weaknesses of this strategy. Sea Squares with financial/Colossus provide 4 commerce and 2 good, very comparable or better then early game cottages...
Unfortunately all that ends as democracy and the subsequent boosts to cottages are reached. Late game cottage tiles are much much better fully developed. That being said, at the beginning of the game 2F/4C tiles are really powerful, and stay that way all the way up to the Industrial Era.