Hey,
It seems like most players end up being warmongers, so development and commerce past basic army upkeep requirements is rearely considered. Myself, I'm more of a Machiavellian CIV player. That is I love conquest, but simply to further my well being, and on a limited basis. The satisfaction I get out of a game is not necessarily that I've conquered everything in sight, but that I've conqured enough, and that all my cities are large works of art, and my bank account is huge!
I like becoming a superpower not just militarily but economicaly and with respect to population/territorial size as well.
I would like to see what kind of tricks people use to increase their income. What I'm looking for is not obvious things such as make sure you build roads on worked squares, or don't build improvements to cities that don't need them. Nor the again obvious ones such as build Colosus or other wonders that help income.
I'll give a couple of examples as to some little tricks I use.
1. The mountanous cash cow.
I try and put a city at the foot of a range of mountains, hopefully within reach of a river so you can irrigate early, and again hopefully with some gold on one of the mountains. I try and put it in such a way so that about 1/2 of the city squares are moutains/hills, and the other 1/2 is plains and other. I irrigate all non mountain/hill tiles, and build roads everywhere including the mountains.
The benfit of this is that your irrigated fields can support workers on the mountains. And mountains with a road and cold on them give you more gold than another tile. These cities usually never make it past about 6 in size which means they have more than enough room for all workers to work within the 1 square initial cultural border, and you can pack a couple of them each 2 tiles appart on one side of a mountain range.
The only thing I usually build in them is a courthouse, and temple sometimes if I don't have luxuries to keep them happy. When not building anything I leave it on the wealth.
2. The Coastal Cashcow
Same idea as with mountains, but placed in those useless deserts or tundra areas. I try and place a city right on the coast this time with as much water as possible in it's working area, and simply just work the water squares. Eventually when possible build a harbour. This way the city will grow till all water squares + 2 land are worked. These cities rarely grow more than 4 or 5 I noticed. Again, I build only courthouse and only if needed a temple, and put the work order on wealth. Helps to have a hill to mine so you can get some extra shields for building the harbour and courthouse.
Also if you get lucky and there's a resource inside the city radius again it's more money, and you can string these out side by side as well two squares appart since they'll never need to work outside their immediate influence.
3. The Desert Delta Cashcow
I love this one. It takes almost no work at all and has huge income. Just place the city so that it covers as much delta as possible and put roads everywhere. The delta gives a TON of food, and gold, and the river acts as an aquaduct. So you can quickly get a very large size 12 city with one hell of a gold income for nothing. Problems obviously are corruption, and with such a big size unhappiness. I usually definately build a temple, a marketplace to distribute those luxuries, and if needed even a coloseum. A courthouse is also really beneficial, but not as important as the others simply because this will produce more gold.
Later in the game, I might build a sewer system and possibly a cathedral for happiness and let the population skyrocket. All extras I make into taxmen. Usefull as well are banks and stock exchanges and by the end of a game one of these cities can be incredibly profitable.
4. Making Opponents Rich so you can steal their money.
This too works wonders. There are often one or more CIVs that are either isolated or just small and no threat at all. They usually lack some resource, or want some luxury bad. What I do is I usually either gift or take very little for trading them techs such as currency/banking/economics. What seems to happen is that once you do, they get fairly rich fairly quick and you can trade a luxuries or resources with them later for a ton of money. 20+ or 30+ gold per turn. And if it's a resource, they rarely want to cancel the deal after 20 turns so you have an almost constant and reliable income.
5. City in the middle of nowhere
Now I haven't done the research on this too well, so not sure if it's really worth it instead of just using the wealth instead. But it's a way to turn shields into money. There are sometimes those cities you capture, that are really corrupt, and in the middle of nowhere so no chance of developing well. I usually try and setup the workers to get the biggest shield count, and build something simple in them such as walls or barracks. When it gets built, I sell it and build it again.
Do this over and over and over again. It's not much, but it's an income. Again, might be more profitable to leave it on wealth, but I haven't looked into that if it truly is on a shield per turn basis.
Any other ideas, I'd love to hear.
It seems like most players end up being warmongers, so development and commerce past basic army upkeep requirements is rearely considered. Myself, I'm more of a Machiavellian CIV player. That is I love conquest, but simply to further my well being, and on a limited basis. The satisfaction I get out of a game is not necessarily that I've conquered everything in sight, but that I've conqured enough, and that all my cities are large works of art, and my bank account is huge!

I would like to see what kind of tricks people use to increase their income. What I'm looking for is not obvious things such as make sure you build roads on worked squares, or don't build improvements to cities that don't need them. Nor the again obvious ones such as build Colosus or other wonders that help income.
I'll give a couple of examples as to some little tricks I use.
1. The mountanous cash cow.
I try and put a city at the foot of a range of mountains, hopefully within reach of a river so you can irrigate early, and again hopefully with some gold on one of the mountains. I try and put it in such a way so that about 1/2 of the city squares are moutains/hills, and the other 1/2 is plains and other. I irrigate all non mountain/hill tiles, and build roads everywhere including the mountains.
The benfit of this is that your irrigated fields can support workers on the mountains. And mountains with a road and cold on them give you more gold than another tile. These cities usually never make it past about 6 in size which means they have more than enough room for all workers to work within the 1 square initial cultural border, and you can pack a couple of them each 2 tiles appart on one side of a mountain range.
The only thing I usually build in them is a courthouse, and temple sometimes if I don't have luxuries to keep them happy. When not building anything I leave it on the wealth.
2. The Coastal Cashcow
Same idea as with mountains, but placed in those useless deserts or tundra areas. I try and place a city right on the coast this time with as much water as possible in it's working area, and simply just work the water squares. Eventually when possible build a harbour. This way the city will grow till all water squares + 2 land are worked. These cities rarely grow more than 4 or 5 I noticed. Again, I build only courthouse and only if needed a temple, and put the work order on wealth. Helps to have a hill to mine so you can get some extra shields for building the harbour and courthouse.
Also if you get lucky and there's a resource inside the city radius again it's more money, and you can string these out side by side as well two squares appart since they'll never need to work outside their immediate influence.
3. The Desert Delta Cashcow
I love this one. It takes almost no work at all and has huge income. Just place the city so that it covers as much delta as possible and put roads everywhere. The delta gives a TON of food, and gold, and the river acts as an aquaduct. So you can quickly get a very large size 12 city with one hell of a gold income for nothing. Problems obviously are corruption, and with such a big size unhappiness. I usually definately build a temple, a marketplace to distribute those luxuries, and if needed even a coloseum. A courthouse is also really beneficial, but not as important as the others simply because this will produce more gold.
Later in the game, I might build a sewer system and possibly a cathedral for happiness and let the population skyrocket. All extras I make into taxmen. Usefull as well are banks and stock exchanges and by the end of a game one of these cities can be incredibly profitable.
4. Making Opponents Rich so you can steal their money.
This too works wonders. There are often one or more CIVs that are either isolated or just small and no threat at all. They usually lack some resource, or want some luxury bad. What I do is I usually either gift or take very little for trading them techs such as currency/banking/economics. What seems to happen is that once you do, they get fairly rich fairly quick and you can trade a luxuries or resources with them later for a ton of money. 20+ or 30+ gold per turn. And if it's a resource, they rarely want to cancel the deal after 20 turns so you have an almost constant and reliable income.
5. City in the middle of nowhere
Now I haven't done the research on this too well, so not sure if it's really worth it instead of just using the wealth instead. But it's a way to turn shields into money. There are sometimes those cities you capture, that are really corrupt, and in the middle of nowhere so no chance of developing well. I usually try and setup the workers to get the biggest shield count, and build something simple in them such as walls or barracks. When it gets built, I sell it and build it again.

Any other ideas, I'd love to hear.
