As your Civilization expands, you
will need to manage the growing complexities of its
Production and resource requirements. Adjusting the tax
rates and choosing the most productive terrain for your
purposes, you can control the speeds at which your population
grows larger and your cities produce goods. By setting
taxes higher and science lower, you can tilt your economy
into a cash cow. You can also adjust the
happiness of your
population. Perhaps you will assign more of your
population, or you will clamp down on unrest with a large
military presence. You can establish trade with other
powers to bring in luxuries and strategic resources to
satisfy the demands of your empire.
Production Resources Trade Roads
mighty armies and happy citizens - these are the
foundation of a strong empire. (source: civ3 manual).
Roads are most important from
start to end in game you start building roads from first
turn make sure you build roads till end whenever needed on
priority basis. You need roads after building capital, in
new cities, between new cities, before building strong
armies, a wonder in a city, during war inside and outside
of your empire and after capturing a enemy city.
You will ultimately build roads
in all tiles of your empire but it is important where you
build road first specially in the beginning of game it is
necessary to select most appropriate areas since you have
limited number of
workers.
Carelessness at this level will result economic losses not
only in beginning but in whole game.
To select
most productive terrain
right click on a tile for terrain
info of that tile. Turn on grid by Ctr+G, to see shields
available in all squares Use Ctr+S. In the beginning build
roads in squares with bonus
resources these squares
contain maximum number of shields and commerce. See what
your city needs switch to City View and check food bar,
commerce bar and shields bar. If you need more food in
your city build road in a square with 3 food (i.e.-e food
plains) if it is not available go for square with two food
(i.e.-e grasslands and lakes), a square with bonus wheat,
fish and Cattle gives +2 food. Similarly squares with 2
shields and bonus shields (cattle furs whales etc) should
be worked out first.
Bonus
Resources
|
Resources |
 |
 |
 |
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 |
| |
Cattle |
Fish |
Whale |
Wheat |
Game |
Gold |
|
Food |
+2 |
+2 |
+1 |
+2 |
+1 |
|
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Shields |
+1 |
|
+1 |
|
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Commerce |
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+2 |
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+4 |
Workers are used in beginning of
game to connect cities with resources and other cities
than they work on each square of your territory building
roads mines and irrigating. In industrial ages you can build
railroads and you need number of workers after you start
building factories in your cities workers are mainly used
to clear pollution.
 You need workers in the start of
game not warriors. Produce more workers and produce
warriors for cities near boundaries and unexplored
territory place warrior in such locations where they can
move to all adjoining cities, fortify military units in
cities where you fear raids of barbarians. Their would be
no foreign invasion early in the game because you don't
know your neighbors they don't know you and when you see
other civilizations in the map they still are far away and
can not manage any attack you with their early military
units that move 1 square in each turn, so you also don't
prepare for a war or defense remain focused on
economics.
Forms of Government is very
important in determination of your size of economy. As you
progress in game you research modern forms of government,
in modern ages you have Democracy, Republic and Communism
to adopt. Democracy is most suitable form if you
want a big economy with maximum cash available for
research with comparatively low
corruption, those civ-gamers who like exploration and
don't want wars need democracy. This will help them a lot
in scoring more for histographic victory and in space
race. Democracy is the only
right form of government for economics but during wars
communism is far better than democracy, if your cultural
value is not that great you may need communism to hold
your cities stronger. You take stronger control of your
empire in communism but it reduces economic growth and
research. Decide when you need democracy and when you need
to switch temporarily to communism. Keep in mind these
factors. 1)
Losing a city
under cultural influence of other civilization is a big
economic loss
2) Fighting a war under democracy
is difficult you produce more gold but citizens dislike
wars so due to this
unhappiness in democratic freedom they will not work
causing shutdown of production in your city or cities
3) A foreign invasion might be
met with drafting citizens you can draft more citizens
under communism than any other form of government.
Drafting a citizen result in loss of city production and
causes unhappiness but this unit might save the city from
going to hands of other civilization and this drafted
citizen might capture an enemy city increasing your
boundaries and economics.
Ccorruption
increases as your civilization expands cities far from
capital have importance in offence and defense and
access to resources but economically they do not
contribute that much sometimes become heavy burden on
treasury. You need to reduce or minimize the loss of
corruption.
REDUCING CORRUPTION in CIV-III-3
You can
reduce corruption by building courthouses in your cities,
but courthouse is not very effective in reducing
corruption. Forbidden palace reduces corruption in city
where it is built and in all neighboring cities
effectively. Cities around capital have very low
corruption.
So you have to plan making your palace and forbidden
palace in central cities so that maximum number of cities
get benefits of reduced corruption. This idea is central
in establishment of economically strong civilization
because corruption if not handled properly will cost you
hundreds of gold sometimes more than your total research
expenditure and total unit cost.
Here is a STRATEGY FOR CONTROLLING
AND REDUCING CORRUPTION in CIV III. Plan your
empire as a bi polar empire select two central cities in
your empire than make palace and forbidden palace in these
poles. Make sure these two poles have maximum number of
cities around. All cities around these poles will be
efficient in production and less corruption.
Usually capital is central city in
this case you just need your second pole to make forbidden
palace in it.
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Moods of
citizens can play role in economics happy
citizens increase your score - unhappy, resisting citizens
reduce or stop production.
Providing luxuries, city improvements, entertainment and
wonders make them happy and also cost you. You need
balance in happiness of citizens and your militaristic
ambitions a over emphasis on one will result in economic
loss. |