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Value of the Mercantilism civic?

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  • Value of the Mercantilism civic?

    Has anybody done any comprehensive analysis on the Mercantilism civic?

    Instinctively, it'd seem to me that Merc would be a pretty bad choice (unless, of course, you are in a state of war with everybody and wouldn't have foreign trade routes in any case). Trade routes contribute a *lot* of commerce to your cities, and foreign trade tends to be the most valuable. On the other hand each of your cities gains a free specialist, which is somewhat useful - but the bonuses they give could just as well be gained by pumping the commerce from foreign trade into science (no, you don't *directly* gain extra production or culture from science beakers, but you do gain it indirectly by inventing forges, factories, and new culture-generating improvements - and if you've already invented the culture slider you could use the trade routes' extra commerce to increase culture that way).

    The free specialist helps generate Great People, but that's only of importance in cities that you're already gearing towards GP production - a city which only gets GP points from a single specialist isn't going to be generating lots of them in any case. So according to this, the only case where Mercantilism is useful is a situation where you've either developed most of the tech tree already and have no use for commerce (but then you already have access to more advanced economy civics) or if for some reason don't have any foreign trade in any case. To make things worse, Mercantilism has a Medium upkeep, which makes it the second-most expensive Economy civic - only Environmentalism, with High upkeep, is more expensive.

    Of course, I haven't really done much analysis on the numbers - it could be that the impact from foreign trade routes isn't as big as I'm making it out to be, or then there's simply something else that I'm missing (what?).
    The breakfast of champions is the opposition.

    "A japaneze warrior once destroyed one of my modern armours.i nuked the warrior" -- philippe666

  • #2
    Merc is spamtastic combined with caste (and maybe free speech and sistines too). By this i mean it's great when spamming cities! Each new city can have an artist immediately. You can get up to 16/culture a turn in brand new cities! (even more with late game wonders).

    Merc + Rep for "free" science, and Merc+Caste for "free" culture.

    It's useful in the synergies.

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    • #3
      I agree with Blake, it is all about the synergies. Merc+Rep+Pacifism+Statue of Liberty+Philosophical+Parthenon=Power.
      http://monkspider.blogspot.com/

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      • #4
        The other thing you need to consider with these civics, is whether or not a particular civic is particularly useful is dependent on exactly what situation your game is in and what map you are using etc. For example if you are doing an island map where oceans seperate all the Civs then you wont be having any trade routes to foreign cities for a little while yet anyway in which case it would be any excellent civic to use. You would never ever use mercantilism in the latter stages of a game when you have lucrative trade routes to other nations capitals because you would lose enormous levels of trade, but if you get mercantilism early enough I think it can be quite handy, especially since you often have no other economy based civics at that point in time anyway.

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        • #5
          The value of merchantilism is basically proportional to the size and horizontal growth of your empire. If you have a great many cities it is more valuable. As cities grow larger and you stop expanding free market will give much more benefit.

          For example on a terra map where you get the chance to expand like mad into the new world, merc can be extremely useful for the quick culture and does make the new bases give a decent payback (with rep, 6 commerce per specialist). Merchant it least useful when you have a few, large bases, as they rake in huge commerce and 1 specialist is quite insignificant.

          If ICS was still viable then merc would be a tremendous civic due to it's base-count dependent nature, as it is it can help to offset the cost of expansion booms.

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          • #6
            Originally posted by monkspider
            I agree with Blake, it is all about the synergies. Merc+Rep+Pacifism+Statue of Liberty+Philosophical+Parthenon=Power.
            Statue of Liberty + Parthenon = very strange research path with production of Statue taking very long time due to lack of industry. I could be crazy - I don't build it much - but isn't the Parthenon obsolete with Chemistry?
            Friedrich Psitalon
            Admin, Civ4Players Ladder
            Consultant, Firaxis Games

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            • #7
              Yep, Parth obseletes with Chem...
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

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              • #8
                Originally posted by Fried-Psitalon


                Statue of Liberty + Parthenon = very strange research path with production of Statue taking very long time due to lack of industry. I could be crazy - I don't build it much - but isn't the Parthenon obsolete with Chemistry?
                True, but I was trying to show the many ways you can make mercantilism powerful if you try to leverage it to your advantage.
                http://monkspider.blogspot.com/

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