Units on strike - economy in ruins!

frodobag32

Chieftain
Joined
Feb 22, 2008
Messages
3
A little help please. I've run into this problem a couple of times early in the game. Im using the slavery, no organized religion building up my defenses- everything seems ok. Usually I've had a short war - won I thought. All of a sudden I get message my units are on strike - the economy goes downhill fast - I cant support units so they are disbanded etc. I can find no reference to this in the game manual. I'm wondering what I'm doing wrong to cause this and also how/if there is any way to shorten the strike? I've tried going back a few turns in my auto saves to change a few things - maybe make my subjects a little happier :king: ;) but to no avail. Any tips or help would be appreciated.
 
I always research economy techs as often as I can. Means I can usually boost my gold input. I also stick with the lowest cost of everything, the lower the better IMHO. I also try to stay on everyone's good side and avoid war. Do you have barbarians? I don't. That can help because you don't have to guard against them, and thus can have fewer units to support.
 
welcome to cfc !

One thing I can guess is that you overexpanded.

From the beginning:
- Some part of your commerce go to science. Some other, to gold. (let's put aside culture and espionnage)
- units, cities, civics... cost gold
- If your gold cost are superior to the part of commerce you put into gold, you lose money. If you have spare money in your treasury, it's no problem. If not, the computer lowers the science slider, so that the percentage of gold taken from commerce increases.
- if you still lose money and don't have any spare money at 100%gold, you have a serious problem! your units will go on strike, and begin to disband randomly.

My guess, as I said, is that you overexpanded without a good economy. Be more carefull next time, build cottages, and raze cities you can't afford for example
 
The F2 screen [Financial advisor] shows your income and expenses, so you can keep track of what's costing you how much. It's almost definitely over-expansion, as Juju said.

Early game you probably can't support more than 3-4 cities [incl captured ones. You need to build cottages AND make sure the city's citizens are working them--you see this in each city's screen [press Insert key].

Once you research Code of Laws, build Courthouses.

Try to develop an early city as a financial and science powerhouse, a good few cottages, Library, and later Market, Grocer etc.

At that stage, you should be able to afford your next bunch of 3-4 cities. There's a sort of expand-consolidate, expand-consolidate dynamic to the game.
 
I understand about the expenses of cities and everything. The problem is I'm going along fine - up and down on $$, adjusting my research as I go. It's the sudden change brought about by the units going on strike. I receive no gold - none at all - and as you can imagine it doesnt take longe before the game is disbanding units or improvements I've made to make up for the shortfall. I have never come accross "units on strike" in any of the other civilizations and can find no reference to it in either the game manual or civillopedia in the game. I'm curious if others have come accross this - and how best to deal with it?
 
How best to deal with it? Have a good economy :)

Having units on strike should rextremely, if not never, happen. Because it means that your civ cannot even sustain itself. SO let's not even talk about producing science or other fancy stuffs...
 
Don't forget that you get an automatic extra trade route per city with Currency... also once you get CoL, you should switch to Caste System and run as many merchants as posisble in your highest-food city. Even without the +25% from a market, this will likely save your economy. Then as you build libraries/markets/courthouses and you develop your vast lands better with workers, you will see your economy turn green. At that point, you can reassign some of those merchants or raise your sciences slider. You will watch your economy return to you.

Forgot: Also as a last resort, if things are really bad, you can gift away the cities that are dragging you down the worst (mouse over the upkeep to see what the "distance from palace" component is costing you. Again, last resort.
 
I understand about the expenses of cities and everything. The problem is I'm going along fine - up and down on $$, adjusting my research as I go. It's the sudden change brought about by the units going on strike. I receive no gold - none at all - and as you can imagine it doesnt take longe before the game is disbanding units or improvements I've made to make up for the shortfall. I have never come accross "units on strike" in any of the other civilizations and can find no reference to it in either the game manual or civillopedia in the game. I'm curious if others have come accross this - and how best to deal with it?

Strike does not cause you to loose money. It's just a symptom. It happens if you dont have enought money to pay your bills. (No gold in treasury, slider at 0% science (100% gold) and still loosing money per turn). The units will go on strike, because they dont like to work without beeing paid.

In other words: "I recieve no go gold - none at all" comes first, then the units go on strike, because of it.

Your economy probably was in the toilet quite a while, before the units went on strike. You might have been keeping your self floating for a while by droping the slider - but you can't do this indefinitely - Once the slider is at 100% money, you cant increase it again...

So i suggest you follow the above advice, and check again on your "going along fine" - use the F2 - Advisor screen, mouseover your expenses. and identify the main causes for your expenses. Once you know what taxes your economy, try to counteract.

Post a save if you cant figure it out on your own.
 
also another thing you could of forgot is that slaveing decreases happyness and population, in other words less ppl to work the cottages which = no less money. The more you slave the more units to pay for upkeep but the less ppl to pay for it. I did this before and its not good. If you continue to play you will be conqured due to a lack of a army and low tech.
 
You possibly teched at too high of a level. Leaving the :science: at 100% for a few turns when you have no :gold: will put your economy in a deficit situation. You can play in a deficit for a short time, but you will eventally have to balance your cash or all of your units will disband.
 
Think of it all this way. You are an individual in the army, and you suddenly find out that no only are you putting your life on the line for your country, but they can't afford to give you food to survive, let alone pay your wages. That's essentially the situation you are in right now. Your units will disband themselves one by one at random: you wont lose your strongest unit, then your second, then your third, but rather, you may lose your 5th strongest, then your strongest, then your weakest, etc. If I remember right that is.

The game does this in an attempt to make it so you draw a profit again I imagine, but it's a rather flawed idea. I mean, you just end up with all your cities without defense, and then you're still losing money because your cities might be too far apart and the cause for your money loss, so you have to hope that the AI declares on you and stops taking your cities after you start making a profit again.

I don't really see how you can go about fixing it, but then again, I'm probably not seeing something that would allow you to turn it around in no time. Basically though, as everyone suggested, the best way to not fall into this situation is to not build too many cities, and not to conquer too many either. You want to try and find a nice balance where you're getting science and gold, while at the same time, you're not sitting with just your capital as your lone city, afraid to see your 100% science slider go any where near 90%, or worse. A good general rule of thumb is if you put your science down to 50% and still are breaking even or better, then you're okay. If you ever end up below that, you should watch yourself carefully so that you don't end up in this situation. Though, once you understand the game mechanics and everything better, you can sort of get a better feel for how you play and how the game works, so you may feel more comfortable at a lower number than 50%.
 
Thank you all for your answers. I am wondering if anyone has actually experienced this "units on strike"? I am playing at the noble level and was actually trying a new strategy for the early part of the game. Build up early (I'm talking no more than swordsman and horse archers) and crush or neutralize my closest neighbors to avoid costly future wars with "annoyed" neighbors later in the game. From all I can see the economy is going fine - it's happened when I've had 900-1000 gold which at that point in the game is more than sufficient. The lowest my research has been is 50% and by the value of my techs I'm way ahead of my neighbors. The only thing is with this strategy I have to be fairly ruthless at least early in the game. I'm thinking that I'm lacking culture and along with sacrificing population to draft new military units (using slavery) I'm maybe pushing my poor subjects too far. I've tried to tweak this strategy because it does work - I have won Diplomatic, Space Race and Domination this way - I'm guessing I just have to watch my culture a little more. I neutralize the civs on my continent early and then I'm free to build a kinder gentler civ free of worry of wars from "annoyed" civs right up until the other continents get transports (the amount of troops sent on galleons are fairly easy to defend).
The strikes though are truely devasting - you can go through a large treasury in a matter of 2-3turns. I'm just curious if anyone has actually experienced it. Once the strike is over it seem as though I am able to rebuild actually faster than normal. But by that time it seems to be too late for me to catch up with the techs and I loose the space race. Again I do wish I could find some documentation in either the manual or civliopedia on it.
Again thank you all for your replies!
 
I've experienced it, sure! I think everyone has learned about it the hard way at least once. :)

Once you're out of cash, units (including workers - which can be crippling) disband because you can't support them.

Note that you have to have zero gold *and* all sliders at zero *and* have a negative income before units will start to strike. If you have a saved game showing units going on strike with a positive income, I'd be interested in seeing it - the mechanic doesn't work that way.

I often find that "overexpansion" turns into a really strong empire by the end of the renaissance age, so I'll conquer/settle down to borderline striking and then work my crippled economy back up - but keep in mind a strong neighbor able to attack probably will if you're too weak.

I very rarely experience striking now - but sometimes I'm at 0% on the sliders and deleting my most obsolete units so my more modern stuff (and workers!) don't strike - I'd much rather pick the units that disband than allow the computer to do it for me.

Changing civics can also often save you from a strike - if you've just finished a war and you're healing your large army to go pound on the next guy, Pacifism might suck your treasury dry very quickly. Switching to OR to crank out some economy buildings might be a much better choice.

Of course, if you actually are experiencing a "strike" with positive income and gold in the treasury, then I don't know what to tell you. That's not how the game works, so I would guess you're misunderstanding something - but of course I can't say for sure without a saved game.
 
I've had a few times, when, again, I've overexpanded. Try this:

In Early Wars (Rushing, pillaging, border skirmishes) only keep cities which can support themselves. These include capitals, cities with mature cottages (i.e Towns, Villages), and cities with high commerce resources/tiles (i.e Gold, Gems, Silver, Fur). All the others can be razed. This puts extra money into the treasury, so if you do start running a deficit, you can survive for a while until the gold starts dropping into the teens.

Next, devote certain cities to research or commerce by putting a Cottage on every tile with 2 food, and a Farm on every tile with one or none. This will provide both wealth and research as the city grows. This is basically a Cottage Economy.

Finally, if you're not warring too much, only build cities until you are forced to push the science slider to 60% in order to maintain a surplus. As technologies like Currency and Code of Laws are research, build Courthouses to lower maintenance costs and increase the science slider. If you have many coastal cities, go for Compass and build Harbors in them to increase the commerce from trade routes. All of these tips should help your war economy and keep your units paid.
 
Whether you expand by force or by settlers, there's a limit to how many cities you can have without sending your economy into the toilet. That's a fundamental difference between Civ4 and all of its predecessors. In all previous Civ games, there was something called "corruption" that caused some of the commerce from your cities to be lost, depending on how many cities you had and how far they were from the capital. But a city didn't inherently cost you anything, although its buildings did. So you could build as many cities as you wanted as long as you built no buildings in them.

In Civ4, buildings are free, but cities aren't. There's no corruption or waste any more, but each city costs gold from your central treasury to support, and again it's dependent on how many cities you have and how far they are from your capital (or, later on, your Forbidden City and/or Versailles). As cities get bigger and cottages mature, more commerce flows into the coffers, so you can support more cities; also, with appropriate tech you can build Courthouses (cuts city cost in half) and gold-amplifying and commerce-amplifying buildings (Market, Harbor, Grocery, Bank, Airport). But none of this is available at the start of the game.

An early rush against a close neighbor is one way to play the early game, and if you have a REALLY close neighbor it's sometimes mandatory. But remember, this is a REPLACEMENT for settling with settlers, not an ADDITION to it. So either you build just one city (plus your capital) to crank out the troops, and take the enemy's cities INSTEAD OF building your own, or else you attack a bit later but you raze almost all the enemy's cities instead of keeping them. (Bear in mind, though, this latter strategy risks having some other AI come in and settle before you can afford to.)

I generally either do or don't do a rush right in the beginning (usually not). If I do, it's done with axemen. I'll add swordsmen if and only if I have iron in my cultural borders when I hit Iron Working, which usually happens during the war. I won't build any more cities to get the iron, and I won't wait until Iron Working to do it. Whether violently or peacefully, my goal is to get enough cities going to maintain tech parity and prepare for my main wars down the road. I'm trying to master Monarch so I'm still playing with what number is optimal. I know that 7 is too few, and 12 too many, from sad experience. Somewhere between those is optimum, then.

My later wars come in rhythms. In my most recent game, playing the Vikings, I didn't do an early rush, settled 9 cities, and went to war in the Middle Ages using Berserkers and cats. I clobbered the enemy (Mayans) and reduced them to a vassal, but my economy took a terrible hit from war weariness; I had my slider down to 10% research and I was losing population in my biggest cities, including my capital and my main research city. This put me behind in the tech race a bit. My next war, against Willem, I fought when I had upgraded my Berserks to Rifles and added many more rifles, and took them and Cannon against Willem only to discover that he had already researched Assembly Line (although he had very few Infantry). I still managed to pull that off by researching AL as quick as possible myself and upgrading my Rifles to Infantry.

I'm now third in tech, behind the Ethiopians and Mansa Musa, and we'll see whether I can crush Ethiopia (the tech leader) with my tanks, artillery, and marines, and then go after Mansa, before the latter (on the other continent) launches his spaceship. No one else is seriously in the running, and if that doesn't give me a Domination win I can conquer a bit more or else do a spaceship myself. I may pull this off yet, and if so it will be my first Monarch win, but obviously I'm not optimising somewhere.

It's a difficult balancing act is what I'm saying, conquest versus your economy. You had to do it carefully.
 
One thing I have learnt from maxing out my economy before researching code of laws, or even currency is to quickly get both of them ASAP, otherwise your hard work building that tower of doom goes to waist. How I achieve this is by Great Scientists. Build libraries in all of your cities before you notice your economy going south, and open up the city screen and assign either one or two citizens to work as a Great Scientist. That 26 turn to currency on quick will soon be like 13 or whatever. By that time, I try a trick posted by (*can't remember who*), and put my civilization to anarchy. Pillaging helps to ... but one thing I've also learnt to do is not to drag out a war. If you are not plowing through, sue for peace, then go back in 10 turns while you focus your energy on resupplying troops, managing your cottages .....
 
I am wondering if anyone has actually experienced this "units on strike"?

Yes, many times--I do a lot of experimenting at Monarch level, not all of which turns out well!

The guys have covered it all. One thing I don't recall being mentioned is that you can set a city to build wealth [instead of units or buildings] after you research Currency. That, plus assigning Merchant specialists in food-rich cities via Caste System after Code of Laws, should save your bacon in an emergency.

As someone said, when I do get a strike, then I pick what units to disband--don't let the game decide for you.

I'm guessing I just have to watch my culture a little more
This doesn't have much to do with culture--you need the first border pop so a city has access to all its tiles, but that's about it. It's about commerce. Maybe you're mixing up those two?
 
I recently ran into this problem for the first time while on Noble level during a protracted military campaign. I immediately declared peace and that cured my strike problem in one turn! Since I now own about 80% of the continent, I expect I can soon be ready to wipe out my neighbor's few remaining cities.
 
Everyone's dealt with it. I remember before I really learned all about the game, I played as the Romans. Well, Praetorians are awesome, but I didn't quite understand the full mechanics. So I went to wipe out the French - it was easy pickings even with only 3-4 cities of mine building them. So I go capture their like 8-10 cities. Things were fine, then a few turns after my war, once all these cities came out of revolt, I ran into strikes. Barely made it through that with like a 0% slider for a long time. By the time I recovered, I was too far behind. Capturing those useless tundra cities with only 1 fish was definitely a bad idea in that game. Now I know to burn all but their best probably 3-4 cities.
 
Here's the only solution you need.
Put one turn into a warrior. Whip it. Collect cash. Put overflow hammers into next warrior. Collect overflow cash. If you still have a worker have him chop a forest into the warrior on the same turn that you whip it.
Repeat as neccessary, disbanding warriors until writing is completed. Build libraries. Run scientists.
Breath a sigh of relief and slowly recover. Try to keep at least one worker alive so he can run around cottaging the land
If your units are going on strike then you are doing well, don't look at it as a bad thing.
 
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