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Falconius
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Pleasant Hills, PA
May 2001 time: 00:15
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I'm trying to sort out the economic system in Civ III.
In Civ II, you built your camel and sent him off to a foreign city. When you got there, you received a lump sum of gold, plus extra trade in the caravan's starting city, plus you got a bonus toward your current science research.
In short, you got a big payoff for an investment of only 50 shields (to build the caravan).
But the money you received didn't come from the other Civ. It was just given to you by the game. The other Civ didn't lose anything from its treasury.
But in Civ III, each Civ will actually be shelling out money to buy resources (among other things). The money doesn't come out of nowhere; it comes from the Civ's treasury. There would seem to be a finite amount of money to go around.
On the other hand, it seems like there is less to spend money on. You can no longer rush-build Wonders. And under certain gov'ts you can't hurry city improvements. And under other gov'ts, you whip your people into hurrying a city imp. rather than paying money for it. Spies/Dips no longer "Incite Revolts," but still use "propaganda" (seems similar, but unsure of the $$ required).
What else is there to spend game money on?
It seems there will be a lot less money coming in, but also a lot less going out. The Civ version of a recession!
Am I missing something? Anyone have a different view of the economy?
BTW, I think this is my longest post ever. Hope it wasn't too boring!
Last edited by Falconius on 23-10-2001 at 05:42
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El hidalgo
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As to where it comes from, I believe you get bonuses for roads and rivers, and perhaps for ports as well. You also get bonuses for gold and certain other resources -- just having the resource alone gives you money. And a lot of the trade options seem to be just that -- trade. You don't just buy iron from another civ, you trade them furs for iron (unless you would rather pay cash, of course).
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Stuie

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Have a beer!
Sep 2001 time: 00:15
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quote: Originally posted by Crouchback
Gold does seem to be less important in Civ 3, and I don't recall seeing a tax slider to go along with the luxury and science bars. |
Actually, you wouldn't need a slider for taxes - they would be whatever is leftover after luxuries and science are taken out. So if your science is set at 5 and your luxury rate is set at 0, then your taxes by default would be 5. If you look at a screen from the final game, you'll notice that tax.science.luxury rate is indicated in parentheses next to the Civ name in the unit window (http://www.civ3.com/images/screensh...is_armyview.jpg).
As for the argument some are making that gold will not be as important in Civ3, I disagree, though it depends on your style of play. If anything, it will definitely enhance my play style, as I will have to make trade offs between a large army, trade, and espionage. I was never one for rushing a lot of buildings to completion. Now, if I desparately need a resource from another Civ but have nothing else to spare, I can use gold to trade for it. If I want to investigate a foreign city prior to targeting a specific improvement with my air forces, I need gold to initiate the espionage mission.
I guess I'm just saying we shouldn't underestimate the value of a healthy economy in Civ3 until we see how it works - should be interesting to see how it all plays out.
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BigLupu
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quote: Originally posted by Anunikoba
Good point! I wonder if we will be able to 'distribute' resources from one civ to another and make a bit of profit.
Though, once the other player finds out (if AI is that smart), you will probably lose your business. |
Yeah, that's sometimes the way in the real world also. Assuming this is possible let's see what means AI has to find out what resources you are distributing. Also if the AI is smart enough to act as a distributor of resources how can I find that out? 8 days and counting...
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Andy
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Provo, UT, USA
Jan 1970 time: 05:15
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We should also not forget the impact of the wonders on gold production. I believe that the new Wall Street small wonder allows you to collect intrest on your existing gold stockpile. Very intresting new type of economic wonder.
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Ironwood
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Fresno, CA
Oct 2001 time: 21:15
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quote: Originally posted by Anunikoba
Good point! I wonder if we will be able to 'distribute' resources from one civ to another and make a bit of profit.
Though, once the other player finds out (if AI is that smart), you will probably lose your business. |
There is historical precedent for this. The Arabs made their living trading between China and the West. The Phonecians founded their civ on controlling the Mediterranian and trading between distant civs. Being the first on the water may have considerable advantages.
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player1
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Belgrade, YU
Sep 2001 time: 06:15
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BUT, what is value for CASH in yours civ?
In civ2 & civ1 main value of CASH was in rush buying things.
Or in giving it to stupid AI.
Relly, what is 50 gold, you can't buy anything with it, but you can give it
to AI any he would be VERRY HAPP (that I call a CHEATING FOR PLAYER)
Since in civ3 I don't think that you could invest your CASH in science (rush buying science) or luxury, and some government won't allow a rush buying what can you do in yours civ with lets say 5000 gold.
You can only play spies and do bribing stupid AI.
"You give 50 gold to AI, hes says how nice, than he gives 50 gold to
next AI, he says now nice, etc...)"
Anyway, AIs give to much value for CASH which is'n that usefull.
In civ3 it look like CASH is almost wortless.
Maybe it's use is in going to deficit by puting tax rate to 0% and earning science that way.
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Cre8engr
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quote: Originally posted by Anunikoba
Good point! I wonder if we will be able to 'distribute' resources from one civ to another and make a bit of profit.
Though, once the other player finds out (if AI is that smart), you will probably lose your business. |
Isn't that what the history of the world revolves around? Selling and obtaining resources? The silk and spice trade from China to Europe went through many different countries, and each country wanted it's share of the profits. The much more expensive prices encouraged the Portoguese (sp?) and the Spaniards to send ships to the far reaches of the globe looking for away to by past all the middle men, and get their silk and spices cheaper than their neighbors.
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LarryLard
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London
Sep 2001 time: 05:15
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quote: Originally posted by BigLupu
I wonder if I could do some real interesting business as a "dealer" or "retailer" of resources: Buying a resource from one civilization and selling it to other civilization with higher price?
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For this to work it must be possible to revoke trade agreements. Do we know if this is possible?
ie if we agree to give Coal to the French for X gold (per turn? not seen a screenshot explaining this), can we later cancel that agreement, or demand more gold for it?
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RallyK
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Georgia
Aug 2001 time: 00:15
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quote: Originally posted by Jaybe
It's either that or spelling and grammer is really atrocious, these days.*
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Haha, ...spelling and grammar are really ...
Mars: I'm sure you can do that indirectly. You would just have to know which resource was in demand by another civ and trade for it. Then, by trading it to another civ, ask for some money also.
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ndnls
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The Frozen Wastes (Canada)
Oct 2001 time: 01:15
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Supposesdly, the "wall street" minor wonder gives you interest on the funds in your treasury.
As for the new trading system, its all done on a single screen similar to the one for diplomacy.
As for gold being worthless in civ 2, the ability to rush wonders and the power of the sequential rush-buy always broke the balance of the game. The fact that wonders now generate culture points ( at least I think from what I've heard ) could have ruined the game if it wasent for the fact the you now need Great Leaders in a city in order to rush wonders.
Last edited by ndnls on 23-10-2001 at 02:11
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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The fact that you now need gold to support your army is all you need to know about the importance of gold. True you can't rush buy anymore under certain governments, but I think that making army support dependent on gold more than offsets not having rush buy.
And of course, as has been mentioned, generating more gold means you can set your science rate higher and still be able to maintain your army and city improvements. And if setting the science rate higher isn't important, I don't know what is!
Because you can't bribe units, gold will not be as important as it was in SMAC (where you could win the game with a strong economy alone). But it will still be very important.
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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quote: Originally posted by player1
I just hope that I don't need to have 40% tax in Despotism or Monrachy becouse of 60% science maximum,
That way you are forced to earn wortless CASH with witch you can't do almost anything.
If there is no slider % limit (like in civ1, not in civ2)
I would be satisfied.
If I don't like extra cash I would have 10 or 20% tax and 80% science.
So if I have cash I would lose it gradualy and get extra science. |
I believe it's been officially stated that there are no science/luxury limits in Civ3. I'm not sure if it was just for certain government types or all government types. I'm sure somebody here knows and will post it shortly. . .
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