What are people's thoughts on the Money yield?

amateurgamer88

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I was just wondering about people's thoughts on Money. Money is used for events along with buying and selling other resources.

Does this yield feel plentiful or scarce? Do you even feel the need to focus on Money or if it's relatively simple to get a good income going? Or is focusing on the other yields (food/stone/iron/wood) sufficient and all you have to do is sell them whenever necessary to get enough Money?
 
Very mixed...

I had and have situations where money pures in so fast that you need to think of ways to spend it cleverly. A cash reserve for emergency situations or to take opportunities (though events are technically gentle enough to let you sell stuff while they are still lingering) is a good idea, but piling beyond that and becoming Dagobert Duck probably not. OW's global market is a nice tool to balance money and the physical ressources, but art starts when you think of ways how to transform those into training points, oders, city capital or research. Beside many workers improving the land around the cities and looking out for governors who can rush specialists for money, I think a good use for money is using it to influence other characters or nations.

But thats only one side of the medal - you can be short on money, too. I'm experiencing this currently in the 3rd mission of the Aegean Campaign...my deficit is around -140 per turn and I'm forced to sell ressources. I should have invested in Hamlets early probably, but I decided to leave my usual builder appraoch and refused to sign peace with Thracia, instead going full conquest on them. Being cured by a few past games I had to abandon because of the AI simply outnumbering me, I built some more units - with the result that I clearly won the war, but now struggle to keep my economy together.

BTW since I'm now the first time close to the situation...how does OW handles debt/bankruptcy? I already noticed that probably some kind of auto-sell/purchase mechanic is at work, if one forgets to have enough in store to cope with a negative turn bilance for a single ressource...but what happens if too many ressources have a deficit and nothing is there to be sold to compensate over the world market? I haven't found an answer in the help and I'm really curious, as it is usually a situation most startegy games fail to bring up a resonable, fun and none-exploitable solution for...but I could imagine that OW has one, given how well designed the economic system is overall in the game.
 
Very mixed...

I had and have situations where money pures in so fast that you need to think of ways to spend it cleverly. A cash reserve for emergency situations or to take opportunities (though events are technically gentle enough to let you sell stuff while they are still lingering) is a good idea, but piling beyond that and becoming Dagobert Duck probably not. OW's global market is a nice tool to balance money and the physical ressources, but art starts when you think of ways how to transform those into training points, oders, city capital or research. Beside many workers improving the land around the cities and looking out for governors who can rush specialists for money, I think a good use for money is using it to influence other characters or nations.

But thats only one side of the medal - you can be short on money, too. I'm experiencing this currently in the 3rd mission of the Aegean Campaign...my deficit is around -140 per turn and I'm forced to sell ressources. I should have invested in Hamlets early probably, but I decided to leave my usual builder appraoch and refused to sign peace with Thracia, instead going full conquest on them. Being cured by a few past games I had to abandon because of the AI simply outnumbering me, I built some more units - with the result that I clearly won the war, but now struggle to keep my economy together.

BTW since I'm now the first time close to the situation...how does OW handles debt/bankruptcy? I already noticed that probably some kind of auto-sell/purchase mechanic is at work, if one forgets to have enough in store to cope with a negative turn bilance for a single ressource...but what happens if too many ressources have a deficit and nothing is there to be sold to compensate over the world market? I haven't found an answer in the help and I'm really curious, as it is usually a situation most startegy games fail to bring up a resonable, fun and none-exploitable solution for...but I could imagine that OW has one, given how well designed the economic system is overall in the game.

Early game does seem like a time when money can be in short supply because a lot of mid to late game improvements help with money like anything that reduces discontent or just provide a lot of a different yield/resource that can be turned into money. Campaigns are a bit of a different experience from standard games but the concept does seem to be the same. You essentially want a strong economy to maintain the large military you need to crush your opponents. OW does emphasize the importance of resource management to ensure you can win wars.

From my few tests, the game doesn't penalize you further if you fall into bankruptcy. Other than the auto-sell mechanic, the game doesn't do anything else. I think it might be for the better because, if the game punishes you further, then there's literally no way of digging yourself out of a hole as it becomes a downward spiral. And to get there, a player must have done a lot of things they shouldn't have done so might as well chalk it up as a learning experience.
 
Or is focusing on the other yields (food/stone/iron/wood) sufficient and all you have to do is sell them whenever necessary to get enough Money?
Exactly this.

A cash reserve for emergency situations or to take opportunities (though events are technically gentle enough to let you sell stuff while they are still lingering)
And therefore you don't need a reserve in gold!

But thats only one side of the medal - you can be short on money, too. I'm experiencing this currently in the 3rd mission of the Aegean Campaign...my deficit is around -140 per turn and I'm forced to sell ressources. I should have invested in Hamlets early probably, but I decided to leave my usual builder appraoch and refused to sign peace with Thracia, instead going full conquest on them. Being cured by a few past games I had to abandon because of the AI simply outnumbering me, I built some more units - with the result that I clearly won the war, but now struggle to keep my economy together.
A leader/heir with high discipline can also make all the difference. When they pass away, you realize they were holding the empire alone!
 
I like that most resources can be exchanged. With laws you can exchange most resources. So it doesnt make sense to discuss money alone. You need to discuss if moneys exchangerate for goods/resources/services is good.
I think it is in a good spot now.
If you have too much resources you should build garrisons and baracks as you cant buy orders/training at the start.
 
When your on high difficulties, money is quite tight in the early game as your building up your economy. But invariably you get to a point in the game where you just have tons of money, and it only really gets blown when you build a wonder. I also find that Tyranny/Constitution is usually the nail in teh coffin on my money issues.

There is a issue, but its not money per say, its the stone quarry. Stone is almost always valuable as the game carries on, I have very very rarely seen games where stone was dirt cheap. Therefore, its a wonderful money resource. Anytime your investing in money buildings (market/hamlets) its has a large opportunity cost compared to just building a stone quarry (even a super poor 5 stone only one). Conversely when you consider discipline for leaders, while more money is always great, its is much harder to get science/training/civics....there are tons of ways to get more money, but getting those special resources is harder, and so always valuable. Combine this with the fact that discipline is not that great for generals either, it makes it the weakest of the leader stats.
 
Except that it is exponential, so if you get someone that already has a high discipline, +50gpt may be better than +0.5 science.
except its really not, I would take +.5 science over 50 GPT any day of the week.

I agree that there is likely a number where money can win out, but the current numbers are not it. but even still, if I need more money, there are many many ways to do it. Why would I spend my valuable court stats on something I can just get a few workers to crank out infinitely?
 
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