Announcement

Collapse
No announcement yet.

Financial improvements

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • 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?

  • #2
    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.
    Aux bords mystérieux du monde occidental

    Comment


    • #3
      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
      ex-president of Apolytonia former King of the Apolytonian Imperium
      "I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
      shameless plug to my site:home of Civ:Imperia(WIP)

      Comment


      • #4
        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.
        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.
        No, I did not steal that from somebody on Something Awful.

        Comment

        Working...
        X