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Thread: Money 'Issues' Leading to Corruption and other Negative Traits

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  1. #1

    Default Money 'Issues' Leading to Corruption and other Negative Traits

    I say 'issues' like so because it isn't really too much of a problem being filthy stinking rich, ooooh bad bad me with all my monies!

    I have recently rediscovered RTW and set out with the Julii. 20 turns down i'm swimming in gold, I lower taxes to normal to be greeted by useless accessor, I raise them to go over the 50k threshold and everyone's fingers become sticky!

    The purpose of this thread is to determine what other members do with their gold.

    Personally, I take my time in a save, I don't rush - I turtle. I don't attack unless I am attacked. The Senate hate me but hey i'm a nice ruler, with sticky fingers because I don't constantly churn out troops. I have Segesta plus my two starting cities and a decent stack capable of defeating anything the Gauls think will do the job, despite them not attacking me so I don't need to have more troops to go on the offensive.

    Why am I being forced to recruit more, keep taxes high and my people poor? I could give away my 3/5k profit per turn but where is the logic in that?


  2. #2

    Default Re: Money 'Issues' Leading to Corruption and other Negative Traits

    Quote Originally Posted by Passion View Post
    I say 'issues' like so because it isn't really too much of a problem being filthy stinking rich, ooooh bad bad me with all my monies!

    I have recently rediscovered RTW and set out with the Julii. 20 turns down i'm swimming in gold, I lower taxes to normal to be greeted by useless accessor, I raise them to go over the 50k threshold and everyone's fingers become sticky!

    The purpose of this thread is to determine what other members do with their gold.

    Personally, I take my time in a save, I don't rush - I turtle. I don't attack unless I am attacked. The Senate hate me but hey i'm a nice ruler, with sticky fingers because I don't constantly churn out troops. I have Segesta plus my two starting cities and a decent stack capable of defeating anything the Gauls think will do the job, despite them not attacking me so I don't need to have more troops to go on the offensive.

    Why am I being forced to recruit more, keep taxes high and my people poor? I could give away my 3/5k profit per turn but where is the logic in that?

    I see.

    You have more armies,meaning when you recruit more ,you will have to keep paying for your army.Your Taxes will be the cause of that.And your people will remain poor.Have you already upgraded your cites buildings?That would do some work to help you.

    What I do,is conqer ,trade,build alliances,and keep a low tax rate

  3. #3
    Senior Member Senior Member Jaguara's Avatar
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    Default Re: Money 'Issues' Leading to Corruption and other Negative Traits

    I do get large surplusses at times, but not usually over 40K. This usually occurs just before my cities hit the Large/Huge size - after that spending money is not a problem.

    I play a very aggressive game, trying to optimize efficiency wherever I can.

    Early building emphasis is on city growth, with one or two centers for building troops. I have 1 or 2 generals designated as "builders" (with approprate traits & ancilliaries) who then run around my empire like madmen (filling the build queue in the cities they visit). I am very reluctant to build anything without my 30-50% discount - especially on large/huge cities. I also have 1-2 trainers - who accumulate my unit training aux, and who run around between my designated training cities (also filling the queue). If an emergency arises and I need cash, I just withdraw from my savings account (remove a few items from a build queue).

    My training cities are always training - whether I need the troops or not. If I have too many troops, well, why am I not at war?
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  4. #4
    Aged retainer Member Guyus Germanicus's Avatar
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    Default Re: Money 'Issues' Leading to Corruption and other Negative Traits

    Quote Originally Posted by Passion View Post
    I have recently rediscovered RTW and set out with the Julii. 20 turns down i'm swimming in gold, I lower taxes to normal to be greeted by useless accessor, I raise them to go over the 50k threshold and everyone's fingers become sticky!

    The purpose of this thread is to determine what other members do with their gold.


    I share your pain to a certain extent. Usually, for me, it takes alittle while before I work up to the serious money bag stage. And each faction varies a bit on how much they tend to accummulate. The Brutii can be swimming in dough once they are fully established in Greece, and if they manage to grab Rhodes as well.

    Personally, when the money becomes a potential corrupting influence on my faction members I do a couple things. I try to keep the treasury balance a little below 50k. Someone has said that 50k is the threshold for when the AI tests your faction members more frequently as to whether they should acquire a bad money trait. And that at the higher money levels the test increases in frequency. I guess I'll take their word for that, but I think it's actually a little below the 50k threshold. In truth, I don't know.

    My first order of business is to tie up treasury funds by scheduling out into the future my building projects. That subtracts from the bottomline quickly.

    When money is easy, I bribe diplomats or rebel faction members. If I can replace the money I've spent on bribes quickly, I don't mind coughing up a large amounts on a bribe.

    I may buy mercenaries rather than recruit units from cities, depending on the need of the moment. If I'm swimming in cash and one of my cities is growing slowly, I'll buy a bunch of barbarian mercenaries (in the case of the Julii) and disband them in or near the city that needs the population growth. Recruiting a lot of home grown troops can be counterproductive if you're trying to grow your cities past the next administrative threshold.

    I also give cash gifts to allied factions, especially the non-Roman ones. I don't know if this actually builds any goodwill within the game logic but I do it anyway. If an ally has his city beseiged by an enemy, I may try to bribe the enemy away on my ally's behalf.

    Of course, you can slow your treasury growth down by changing the nature of your building strategy to emphasize military buildings rather than farms, markets, infrastructure and ports. But then you flirt with acquiring bad character traits for your faction members acting as governors.

    I always like spending money on Cretan archers and mercenary slingers whether I really need them at the moment or not. They will come in handy later. So, if you've got the cash, send a general on a mission to Apollonia and Crete in the years 262 BC, 252 BC, 242 BC and 232 BC (if you haven't had the Marius event yet.) you can acquire one Cretan at Appollonia and two on the island of Crete. Just remember to send your general in a 4-5 ship fleet and have an escort fleet of at least 3 ships as back up. The pirates are thick in the waters around Crete. Oh yes, and when you land your general on Crete, don't dock your fleet west of Kydonia amd have him step off the boat there. He'll likely get ambushed by a small rebel army just outside the city. Instead, move your fleet around the south side of the island until you get to a point just east of Kydonia before you have your faction member land. Once you buy your mercenaries, don't let the faction member linger over a turn. That rebel army waiting in ambush west of Kydonia will attack you. Get back on the ship and get out of there.

    The reason the Julii do well in the early game with cash is the close proximity of their early cities. Capture Segesta, Patavium and Mediolanum and you have a star formation of five cities in close proximity to each other. You have no distance from capital penalty of any significance. You have a star shaped web of trade routes. And three of those cities have port capability. (Segesta doesn't usually grow enough to become 'port-able' (no pun intended) until many years down the road. I often use the population of Segesta as a recruit feeder for my other cities so I goose their population growth at Segesta's expense. I figure I'm not losing much doing that to Segesta since it's such a slow grower.

    I don't know if you've noticed this in your Julii games. But my experience has been when playing the Julii that in the mid-game or late-game my allies the Brutii and Scipii like send lots of small little armies to run around in my territory. They'll plant themselves on bridges blocking my troop movements and just making a general nuisance of themselves. So, to counter that I build a series of forts separating my territory from the Senate and the Brutii. Then I station a few extra units in these forts so when necessary, I will move the extra units out to the adjacent gameboard squares around the fort to block access into my terriroty. That keeps my home territory clear of 'friendly' non-faction units. Having an ally block my roads and bridges costs me movement points. It will cost you some extra money to build the forts and recruit the extra units, but it's worth it to me to keep my roads open.

    I also invest in lots of spies to light up the game board so I can see what's coming. Stationing spies in the mountains north of the Alps to keep an eye on the goings on in Germany and Gaul gives me some advance warning of any barbarian treachery or sneaky armies poking their nose through the Alpine passes to attack my Cisalpine cities.

    It may even behoove you to build forts on certain high spots where rebels frequent. It beats having to send armies up steep mountain sides to eliminate them. And it supposedly discourages the appearance of bandits in the vicinity of the fort.

    Anyway, there's a few thought for you about spending your extra cash. Hope it's helpful.
    Last edited by Guyus Germanicus; 03-20-2011 at 01:10.
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  5. #5
    Senior Member Senior Member ReluctantSamurai's Avatar
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    Default Re: Money 'Issues' Leading to Corruption and other Negative Traits

    I used to fret quite a bit at the 50k-100k-150k limits for corruption trait checks....not any more. When I'm making 10k-30k per turn, there's no way I could possibly spend all of that, so I don't even try. If I get governors with corruption traits...so what?!? The losses from corruption are only a speedbump in my bi-yearly income. I've had games with Eastern factions like Armenia and the Seleucids where my bank account was in the millions of denarii.....

    THE single most important trait I look for mid-to late game in a governor, is high influence to help with population control. Give him a few ancillaries to help with that, and that's all I need...if I need a governor at all, that is. If you tend to turtle or build up slowly you will aquire a bunch of bad traits for your governors anyways, like 'Cowers Behind Walls'..."Useless Assessor"..."Poor Farmer"..."Indifferent Builder" and a whole slew of others. [The traits feature is a nice idea taken to absurd excess, IMHO, anyways]

    Bottom line...for many factions making huge amounts of money without worrying about corruption or bad traits is the way to go.
    Last edited by ReluctantSamurai; 03-20-2011 at 17:06.
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  6. #6
    Member Member Sabazios's Avatar
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    Default Re: Money 'Issues' Leading to Corruption and other Negative Traits

    @Guyus Germanicus
    if i send an FM to crete, i always send one or two units of hestati with him and just capture crete, recruit some mercs and go on to rhodes.

  7. #7

    Default Re: Money 'Issues' Leading to Corruption and other Negative Traits

    There are some great responses to digest here.

    I like the idea of filling up the construction pannel to shift those funds. Usually I just set one new building, wait until it finsihing constructing then select another.

    Mercenary recruitment also seems like a very good idea, if not to flesh out my forces, to populate my cites. I doubt that there will be culture penalties to this, I doubt the game is so indepth.

  8. #8
    Senior Member Senior Member ReluctantSamurai's Avatar
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    Default Re: Money 'Issues' Leading to Corruption and other Negative Traits

    I see that noone cares much for my solution

    I'll just repost these screenies from a different thread, and you judge the effectiveness:

    http://i990.photobucket.com/albums/a...jpg?1293806361
    http://i990.photobucket.com/albums/a...jpg?1293806411

    Note the amount of money I have in my treasury....and that virtually all of my cities are at ZPG with the populations happy and content
    High Plains Drifter

  9. #9

    Default Re: Money 'Issues' Leading to Corruption and other Negative Traits

    You have an impressive Empire. I would hate to see the traits of your family members though! Which for me is one of the main parts of the game. It annoys me no end when I get FM with bad characters. I certainly agree that they have gotten carried away with the whole trait thing, but still I must be seen as the kind ruler, must!

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