October 14, 2001, 10:51
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#1
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Settler
Local Time: 14:40
Local Date: October 31, 2010
Join Date: Oct 2001
Posts: 9
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Financial improvements
When a city "builds" Capitalization the amount of money collected can be improved by Marketplace, Bank etc.
Does anyone know by which factor the amount of money is increased in a city which have all three financial improvements?
Is it worth the effort to build a Stock Exchange? If I don't build any of these improvements I get a lot of money during the time it takes building them. Does anyone know which time it takes before the city with a Stock Exchange has generated more money than the city without?
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October 14, 2001, 13:41
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#2
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King
Local Time: 15:40
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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gold gold gold
Here is the way it works:
You need either trade or specialists (taxmen).
Trade is provided either by trade arrows collected within the city radius (for example 2 arrows if you work an ocean square in the early game), or trade routes (max = 3/city).
Trade is then divided into taxes, luxuries and science (beakers).
1) Without improvements:
Let us suppose that your city produces 10 trade arrows, has one trade route value 2, no corruption, and settings at 50% taxes. This gives you (10 + 2)*50% = 6 gold.
A taxman provides 3 trade arrows. Then 2 taxmen provide you 3*2 = 6 gold.
6 + 6 = 12 gold. This is what you get each turn in my example, with no improvement in the city.
2) With improvements:
Each improvement (MP, Bank or SE) provides 50% surplus (which means 6 gold in my example), BUT it also has a cost.
Therefore, my city with a MP inside produces 12 gold + 6 gold - 1 gold = 17 gold.
With MP and Bank, it produces 17 gold + 6 gold - 3 gold = 20 gold.
With MP, Bank and SE, it produces 20 gold + 6 gold - 4 gold = 22 gold.
3) Conclusion:
Let us look at the Bank in my example: it provides you 3 gold/turn.
OK, but building a bank costs about 240 gold. This means that you need 240/3 = 80 turns to pay back your investment! (if the city doesn't grow).
This is a very low return.
This is the reason why good players very seldom build Banks or SE, only in very big cities.
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October 14, 2001, 18:16
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#3
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King
Local Time: 15:40
Local Date: October 31, 2010
Join Date: May 2001
Location: of bribery.
Posts: 2,196
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BUT MP,Banks,SE also give luxuries this gives a second reason to build them.Happy ppl don't ask(=really need it to stay out of disorder) for a temple or colloseum.
Also if you have a bigg city with a lot of trade the influence of Superhighways can be enormous since they add 50% trade arrows pumping up science,happines and GOLD
Shade
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"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
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October 15, 2001, 03:03
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#4
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Emperor
Local Time: 09:40
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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Quote:
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BUT MP,Banks,SE also give luxuries this gives a second reason to build them.Happy ppl don't ask(=really need it to stay out of disorder) for a temple or colloseum.
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That, along with the potential for perpetual WLTXDs (on 20-30% luxeries) is why I always build all of them in all my cities, as soon as is practical.
__________________
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