So I spent some time playing around with the game this weekend and while by no means yet an expect I have some tips & tricks I can share.
Everything has a price
What I've found the most important part of the game to be is the marketplace. There is a real, dynamic market for goods and commodities and this is extremely powerful and useful for the astute player. There are five basic resources in the game: food, production, science, culture & gold. All can be produced in your city and the first four can all be purchased or sold in the market.
CivWorld is a micromanager's dream come true. The production in your cities can be maximized based on numerous factors (I won't go into them here) but a common question is what to focus on? Food/production? Culture? Everything? My answer is pretty simple: focus on the resource that fetches the best price in the market.
Food is especially a good one to focus on since the price is generally fairly high and fluctuates often. When I first started out my one and only goal was to grow my city. Just like in any civ game, population equals increased production. But I neglected the power of the market. Early on I noticed that 100 food was selling in the market for about 1,000 gold. I had some food, but I didn't sell since I was waiting to pop another population point.
A few hours later the price of good had fallen and was trading for around 300 gold per 100. If I had sold my food when the price was high and bought more when the price fell I could have tripled my food supply with minimal time and effort. Wow!
That is an unusual amount of volatility for that resource, but even for more stable resources, you are wise to pay attention to the invisible hand. Lets say you have 5 population and lets say you can get 10 food/science/culture/production/gold out of each population point. Ok, good, which do you go for? Well if food is trading for 400 gold (per 100 units, always) and culture is trading at 100 gold (prices generally near the equilibrium in my game) then you'd be a fool to build culture. The 50 food you can produce could be traded in for 200 culture, whereas 50 culture you can produce can be traded in for just 12.5 food. If you wanted culture, then build food and sell it.
Nothing is sacrosanct. Everything has a price. If you are working on building an army and focusing on production but production prices start soaring, sell sell sell!
Everything has a price
What I've found the most important part of the game to be is the marketplace. There is a real, dynamic market for goods and commodities and this is extremely powerful and useful for the astute player. There are five basic resources in the game: food, production, science, culture & gold. All can be produced in your city and the first four can all be purchased or sold in the market.
CivWorld is a micromanager's dream come true. The production in your cities can be maximized based on numerous factors (I won't go into them here) but a common question is what to focus on? Food/production? Culture? Everything? My answer is pretty simple: focus on the resource that fetches the best price in the market.
Food is especially a good one to focus on since the price is generally fairly high and fluctuates often. When I first started out my one and only goal was to grow my city. Just like in any civ game, population equals increased production. But I neglected the power of the market. Early on I noticed that 100 food was selling in the market for about 1,000 gold. I had some food, but I didn't sell since I was waiting to pop another population point.
A few hours later the price of good had fallen and was trading for around 300 gold per 100. If I had sold my food when the price was high and bought more when the price fell I could have tripled my food supply with minimal time and effort. Wow!
That is an unusual amount of volatility for that resource, but even for more stable resources, you are wise to pay attention to the invisible hand. Lets say you have 5 population and lets say you can get 10 food/science/culture/production/gold out of each population point. Ok, good, which do you go for? Well if food is trading for 400 gold (per 100 units, always) and culture is trading at 100 gold (prices generally near the equilibrium in my game) then you'd be a fool to build culture. The 50 food you can produce could be traded in for 200 culture, whereas 50 culture you can produce can be traded in for just 12.5 food. If you wanted culture, then build food and sell it.
Nothing is sacrosanct. Everything has a price. If you are working on building an army and focusing on production but production prices start soaring, sell sell sell!
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