Useless colosseums?

Nicci said:
not true. they expand. maybe no as fast or as wide as with a temple, but they expand. and don't forget: in the early middle ages u start building cathedrals. they do have cultural points.
besides, there is no law against an occaisional temple if u feel culture is growing too slow.
the point is, u can do without temples and colloseums. and u can use all those shields for something else . . .


Not sure what mod you have, but no temple or other cultural building means no expansion ever. The capitol expands becasue it has a palace.

As to cath or not, lets not presume everyone pays the same or at the middle levels or lower. When I play deity (not much) or sid (most of the time), I will have mostly size 12 cities and they will not get a cath until well past the middle ages, if ever. Size 12 does not need it and I want to use the time needed to built one to buld much needed troops.

Yes if I play an emperor game, I wil probably get cath in the middle ages for core cities, depends on the map and what I am about. If I am going to warmongger relentlessly, I still won't build them in any but a few key cities.
 
Ha! i bumped into a funny little fact in this game. while we were debating about temples, colosseums and cathedrals, it seems that u need a temple to build a cathedral in the first place. i never knew this, since i don't usually play like this.
so, colosseums u can do without, but temples are a must.
 
Nicci said:
who said anything about not building anything cultural? i'm building libraries. u can't build these right away, but soon enough. in my current game i have i bit over 2000 cultural points. no temple or colloseum in sight . . . .

Part of the original post you quoted here:

if you do not have a temple or some cultural building
 
Nicci said:
Ha! i bumped into a funny little fact in this game. while we were debating about temples, colosseums and cathedrals, it seems that u need a temple to build a cathedral in the first place. i never knew this, since i don't usually play like this.
so, colosseums u can do without, but temples are a must.

I mentioned that in my earlier post, when I said temples were a prereq.
 
morchuflex said:
:nono: I think there's a little flaw in this logic: when you use the luxury slider, it's true you make one happy face with one gold... But all gold coins aren't equal. You have to make a distinction between base gold and actual gold (could find a better name, but I'm lazy). Base gold is what you get from tiles. Actual gold is what you really get after base gold has been modified by all these buildings that have a multiplying effect (MP, Bank, Lib, Univ etc).
In the situation you describe, you're talking about one BASE gold; but if the city has a Library, each base gold dedicated to research is transformed into 1.5 gold actually going to science funding. So, your argument is only valid in the early game when the city has none of these buildings that multiply gold.
Conversely, buildings (like temples etc) do cost gold to maintain, but this time we're talking about "actual" gold. If the city has a MP, then the maintenance of a temple only costs 2/3 of one base gold... So, it's slightly cheaper than using the lux slider.

You have a very valid point. I didn't think of that. It is a very good reason for building the happiness buildings.

In my games, I always build the economic buildings first. After the economic buildings, I then determine if I need to get started on happiness buildings. Some times I need them, sometimes I don't. I did not know why I should do it this way. I just knew through experience that this way is better. Well, you just pointed out the reason why it was better.

* * * * *

A lot of people pointed out that because lux tax is calculated in increments of 10%, you waste a lot of money by using lux tax. My argument against that is:

1) The waste is temporary. As your city grows, you slowly eliminate that waste.

2) Buildings have wastage too. A building that completes too late forces you to use specialist for a few turns; a building that completes too early wastes its maintinance for those turns. It is a lot harder to time building completion exactly with growth than it is to simply raise the lux slider.

And 3) It really comes down to a trade off between gold and shields. In this case, the trade off is between:

- the amount of lux tax waste, between now and the end of the game
- the shield cost of building the happiness buildings in each of your cities. The exact cost of shields depends on if you're Religious or not, and what kind of buildings you're planing to build.

For instance, if you're none-religious, and you're planning to build temple + cathedral in each of your cities, then your shield cost per city is 60+160=220 shields. If you have 20 core cities that you're planning to grow to size 12 w/o specialist, then the total shield cost is 220 * 20 = 4400 shields.

How much would the lux tax over-shoot cost? Let's say that each notch on the lux slider is 50gpt. That is the maximum amount of money that lux tax can waste. And let's say that you have 300 turns until end of the game (the game lasts a total of 540 turns). The total amount of wasted lux tax money is 50 * 300 = 15000 gold.

Now, would you be willing to spend 15000 gold to buy 4400 shield?

Consider, the normal "price" of shield is 4 gold per shield, that's how much it costs to hurry production.

Consider, you're likely to waste much less than 50gpt in lux each turn.

Consider, the game is not likely to last 300 more turns.

Consider, once Navigation comes along, and you're able to trade for lux goods, you will likely lower your lux tax, maybe even to 0. The over-shoot wastage in the purchasing price of lux goods is much lower than lux tax.

edit: consider one more thing ;) . Once Industrialization comes along, shields become really cheap. Every core city can knock out 60 shields per turn easily. If it is really important to you to eliminate lux tax, then at least delay the cathedral construction until after factories, and use the lux slider before that.
 
your right you need them for cathedrals. also whats wrong with an extra content citiczen
 
Nicci said:
but instead u can just turn a 'working citizen' into a happy face. it'll only cost you what that specific citizen is producing.

Yeah, but that's a way worse deal, unless you've got citizens working tundra or jungle or something. Pulling a citizen off a non-bonus grassland with a road and a mine, for instance, costs 2 food, 1 shield, and 1 commerce (pre-corruption) every single turn. A temple costs 1 gold/turn. I used to use a lot of entertainers, but once you start moving into the middle and higher difficulties, that lost production will kill you.
 
what difficulty do u play on
 
morchuflex said:
You have to make a distinction between base gold and actual gold (could find a better name, but I'm lazy). Base gold is what you get from tiles.

How about gross and net?

morchuflex said:
Base gold is what you get from tiles. Actual gold is what you really get after base gold has been modified by all these buildings that have a multiplying effect (MP, Bank, Lib, Univ etc).

Very good stuff, thank you for bringing this up. It's one of those things that's just so obvious that it escapes me a lot, not just in the present context of luxeries/happiness, but in the larger sense of planning my game.
 
A lot of people in this thread have said that the luxury slider increases entertainment spending by increments of 10% of your national budget. Correct me if I'm wrong, but I don't think that's how it works. I'm pretty sure that the luxury tax is calculated on a per city basis.

For example, suppose that city A is producing 10 gold per turn and city B is producing only 4 gold per turn. Increasing the luxury slider by 10% will increase the gold spent for entertainment by 1 in city A but because of rounding it will not increase the entertainment spending in city B. If you need more happy faces in city B you'll need to increase the luxury slider more, which will cost you more gold in city A.

This is, I think, the main reason for building city-specific happiness buildings. This is also why sometimes changing the lux or science slider has almost no effect, and sometimes increasing just one notch makes it "jump" to a much higher level.
 
greenman1234 said:
what difficulty do u play on

at monarch.

what surprises me is that nobody seems to care that u save a huge amaunt of time and shields in the early game by not building temples and colosseums. i agree u have to have temples to build cathedrals, but in my current game i postponed this long after my cities have aquaduct. in the meantime i'm building libraries, marketplaces, units, etc. and it's either temples or colosseums or libraries, units and marketplaces. it's working for me anyway.
 
Brain said:
A lot of people in this thread have said that the luxury slider increases entertainment spending by increments of 10% of your national budget. Correct me if I'm wrong, but I don't think that's how it works. I'm pretty sure that the luxury tax is calculated on a per city basis.

For example, suppose that city A is producing 10 gold per turn and city B is producing only 4 gold per turn. Increasing the luxury slider by 10% will increase the gold spent for entertainment by 1 in city A but because of rounding it will not increase the entertainment spending in city B. If you need more happy faces in city B you'll need to increase the luxury slider more, which will cost you more gold in city A.

This is, I think, the main reason for building city-specific happiness buildings. This is also why sometimes changing the lux or science slider has almost no effect, and sometimes increasing just one notch makes it "jump" to a much higher level.

But think about why city A has 10 gpt income and city B has only 4 gpt income?

One possibility is that city A is larger than city B. In this case, the lux tax setting that keeps city A happy should be enough to keep city B happy, so the situation that you discribed would not come up.

Another possibility is if city A is less corrupt than city B. In this case, you simply should not raise lux tax in order to keep a corrupt city happy.

The only situation where the same lux tax setting can satisfy a large city but not a small city, is if the large city contains a happiness building while the small city does not. Which bring up one of the major pitfalls of happiness buildings -- once you start building them, you have to build them in every single city.

Think of it as a civ wide "shield tax" instead of the lux slider gold tax.
 
It's also not as simple as "one notch on the lux slider = one happy face = one temple". If you're in Republic and most of your core cities are churning out a ton of commerce, one notch on the lux slider could transform you from an unhappy size 12 town with only four happy citizens to a happy size 12 town with six happy citizens and one content. Depends how much commerce you have. It's possible it would take temple plus cathedral plus collosseum to do as much.

That's just too many turns for me to waste. Lux slider all the way, unless I'm in an unusual situation.

Renata
 
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