What could have just happened(money issues)?

Redwaller66

Chieftain
Joined
Nov 13, 2014
Messages
31
Location
Canada, Ontario
Hi guys, I am in a pickle, and after trying to troubleshoot it, have given up and am asking you.

I am currently playing noble game difficulty with the ai all on noble as well. I am playing on the biggest map size and the slowest game speed. I am the Jivaro civ and I am still mid way through the prehistoric era (just researching barter now.) I have played for 1500-2000 turns. I have four cities relatively close to my capital (culture boundaries joining them together for the most part). For the last 500-700 turns I have had, for the most part, positive gains each turns in money/turn. I have done this by having two of my cities at any given time converting its shields into meager wealth and switching them up. I am the top civilization out the 5-7 that I have discovered so far, with 30+ more points than anyone else.

Just about 10-20 turns ago I had 10 and then 7 gold per turn. Suddenly about 10 turns ago I received a notice that my city of Jablanica has become unhappy. It was producing meager wealth at the time. My gold per turn turned into -60 ish. I had over 2000 gold stockpiled so I didn't panic so much yet and I ordered a sage hut to be built in that city to add some more happiness. Next turn I get a notice that my city of Carthage had become unhappy, and that my gold per turn had turned into -150 ish. Quite baffled, I quickly ordered a harem to be built in Carthage to add happiness.

In two turns, I had 4 more turns for the sage's hut to be built, and I had built the harem. The happy/unhappy ratio in Carthage had become 1. Thinking that would solve half the financial problems and I'd just have to wait the 4 turns for the Sage Hut in Jablanica, I put Carthage back into producing meagre wealth. Unfortunately, that only put my wealth per turn to about -130ish. Thinking I had to have a net happy city, I built a bonfire in Carthage, which was finished at the same time that the sages hut was in Jablanica.

That did not help the problem. I switched Carthage back to building meager wealth and my gold per turn went to -112. Jablanica was borderline happy like Carthage was, but a dance hut or something like that to add a it more happiness would take 8-12 turns to complete, so i switched production back to meager wealth after arriving at the conclusion that the happiness was not the root of my money problems. At this point I had/have -100 /turn, and 1000 gold left in my treasury. I have 5 more turns until barter is done being researched. Oh, and I didn't mention it, but all this time I had scientific funding to 0%. I checked up on the economic adviser screen, all the city screens, espionage screen, civic screen. In the economic screen it was -80 gold for building maintenance, in one of the city screens, the closest city to my capital, Carthage said -60 something for building maintenance. I have many buildings that generate wealth and production. Thinking that perhaps some other civilization is sabotaging something with an invisible unit, I have decided to build a rogue in Carthage so that I can see if there are any invisible units in my city. Nothing has been destroyed.

Any suggestions or ideas on what the heck can be going on? I have 9-10 more turns until I am bankrupt. :cry:
 
Sounds like you might have had a crime autobuild get built, either due to technology making it available, or due to the crime level in your city reaching a certain threshold level. Check the list of Buildings in the city under the Special tab. Some of the autobuildings from high crime levels have extremely harsh penalties.

Another thing that might be worth checking is education levels/autobuildings, though I don't think those have quite as dramatic an effect.
 
I thought the first type of crime could only affect cities once barter is researched? And only then "mugging" will occur only if a certain amount of...er what is that little white gear symbol called exactly? Is it commerce? Or trade routes? I am guessing commerce. I shall check the special buildings tab.

Edit: Yep, crime is sky high.. Gangs, looting... How do I limit the economic repercussions with banditry as my government?

OOOOOhhh crime is that white symbol... damn if I'd known about that I would have built lookout posts a long time ago.. So I am building a sentry posts now.. I hope this fixes things within 8 turns. XD
 
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It seems likely that what you've got is Crime (Rape) and Crime (Murder), neither of which have any tech requirement, and Crime (Fighting) and Crime (Mugging), which become active at Conduct, the tech before Barter.

The white symbol you mean is probably the handcuffs used to represent Crime, you can see a city's Crime level if you mouseover the city bar.
 
Yeah, everything explained sounded like the symptoms of crime left to go running rampant. You are lucky if you don't have some barbarian criminals hanging out in your city soon. Train some Law enforcement units to help police things up! There's a whole strategy thread dedicated to handling criminals, strike teams and ruffians in the tips and tricks forum too.
 
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