Sid Meier's Civilization III: Complete

Sid Meier's Civilization III: Complete

Death_bat00 Aug 29, 2013 @ 3:46pm
Our Treasury Is Running Dangerously Low
Every time I do my turn in a civilization it says "Our Treasury is Running Dangerously low" It gets me annoyed because I don't know how to get it away. Does anyone know what to do?
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Showing 1-14 of 14 comments
Agent S. Aug 29, 2013 @ 3:58pm 
It means you're civilization is broke. Find some gold or something.
Death_bat00 Aug 29, 2013 @ 4:16pm 
Now, would I build a mine in a spot with alot of gold and make a road to the city or cities?
Agent S. Aug 29, 2013 @ 4:26pm 
Death_bat00 Aug 29, 2013 @ 4:29pm 
Great I'll start doing that. One time a created a civ for fun I did it without any enemies and I have Aircraft carriers!
Snow♘ Aug 29, 2013 @ 5:00pm 
Increased commerce increases gold output. Build roads around your city for a +1 boost in that tile if a citizen is working it. You should also build a marketplace and bank, as they also increase the city's output as a whole.

If you need to fix the issue fast, decrease your science funding until you're positive again in the cultural advisor's screen.
Death_bat00 Aug 29, 2013 @ 5:22pm 
Originally posted by fallingsnow26:
Increased commerce increases gold output. Build roads around your city for a +1 boost in that tile if a citizen is working it. You should also build a marketplace and bank, as they also increase the city's output as a whole.

If you need to fix the issue fast, decrease your science funding until you're positive again in the cultural advisor's screen.
Do you mean in number 5? Because I'm talking about number 3.
Jimmy T. Malice Aug 31, 2013 @ 4:40am 
Nope, you can do all of those things in 3.
Death_bat00 Aug 31, 2013 @ 1:29pm 
hr_grey_dragon Sep 13, 2013 @ 10:30pm 
The quickest way to fix a shortage of money is to change your tax rate, it means slowing research, or lowering entertainment, lowering the entertainment could put cites into riot, and slowing research means more turns to the next tech. Your choice as to which way to go, but after making this change you really want to improve your cities with roads or railroads, and mine every hill and mountain.
Now you can’t do it all at once, but one of the quickest ways is to have a lot of workers doing the building, you can have more than one worker doing an improvement, I build gangs of workers to build roads and do other city improvements, I feel worker can be more important than lower level troops.
Remember though they all need to be supported with resources, so there is a fine balance to maintain
hr_grey_dragon Sep 13, 2013 @ 10:34pm 
One other tip is to establish trade routes to other cities, this is an often over looked option that should not be missed
Death_bat00 Sep 15, 2013 @ 11:34am 
Great! Thanks for the Info.
Diaz Oct 1, 2013 @ 11:31am 
Decrease the technology output and create roads close to your cities, use marketplaces and courts of law in high coruption cities. Mines, for some reason, doesn't give you a gold boost, only shields, but maybe in a gold resource could work, but I think it doesn't
Mr. Shaggnificent Dec 13, 2013 @ 4:39pm 
You don't need to build every city improvement that becomes available. if you build up too fast, the upkeep starts to be a major drain. stick to priority things at first like walls, harbor, barracks, etc. when you have the ones you want, either switch to units(workers are always useful), or the wealth option.

personally, i don't like decreasing science to make up for low income. i'll soner sell off improvments to lower costs.
Dutchgamer1982 Dec 18, 2013 @ 8:52am 
If that message apears it means you have a negative income, and a treasury that is small.
(causing you to run into negative balance in 1 or few turns)

When you are running a deficit and your treasury can't pay for that defecit, buildings in your city's will be sold (often for as little of 7 or 10 gold per building)

So if you have -3 income and a treasury of say 100, nothing is wrong, you can handle that for 33 turns without problems.. however a defecit of -3 while your treasury is only 2, will cause problems the very next turn.

Now how to increase your income (and prevent expendenture)
short term fix would be to lower techrate-% to counter the problem.

But that does not addres the economic situation in itself.
Since more money ALWAYS is better, I shall just list what gives you more and less.

1 Working tiles.
Every city in your city normally works a tile, each tile gives a combination of food, gold and production. More food means more growth (and thus more workers and better economy later) more production means well more production, and more gold means more gold.
Apointing your workers manually to what suits your goal best in that city, is smart.
Also more workers is often better, as more workers means more worked tiles, hence more production, food and gold.

2 Improving tiles.
Sending the worker unit to a tile gives you options to improve it, the following options improve tile values :
*build road : a road adds +1 gold to a tile., also connecting city's by road to the capitol adds +1 gold to the capitol.
*build irrigation : irrigation adds +1 or +2 food to a tile (cant be build together with mine)
*build mine : mine adds production and some times gold to a tile. (cant be build together with irrigation)
*build railroad : railroad replaces road, and adds 1 gold + doubles effect of irrigation or mine.
*build forest : a forest can only have road+railroad, but every forst produces 2 production and 1 food. on some tiles building a forest is better than building a mine or farm.
*cut forest : frees up a tile to build mine or farm there, also adds instantly +15 production to a city in reach.
*cut jungle : jungle is a useless tile, cutting it down is always smart and gives you a nice plain or grassland tile.
*drain wetland : wetland is also useless tile, draining it gives you also grassland or plains.

3 Certain wonders/buildings that improve tile income :
*harbour adds +1 food to coast, sea and ocean tiles
*offshore platform adds +1 production to coast, sea and ocean tiles
*commercial dock adds +1 gold to coast, sea and ocean tiles
*the colossus adds +1 gold to all tiles in that city that produce already 1 gold or more.

4 Corruption :
the further away a city is from your palace, the more corruption and waste it experiences. waste is part of your production going to waste, corruption is part of that city's gold production going to waste.

5 army upkeep :
Certain types of goverment allow you to build a certain number of units without upkeep, as soon as your total number of units exceeds that number you will need to pay 1 - 3 gold per turn per unit. (this can drain your budget quite badly) you can switch goverment, or disband army units to counter this problem.

6 building upkeep :
Almost every building in the game has an upkeep cost of 1-4 gold per turn.
building the wrong types of buildings at the wrong moment in the game, can drain your budget rapitly, selling some buildings can help counter this problem, but watch out what you are selling. some buildings add quite a lot more than you pay for them.

7 Goverments
Every goverment has it's own unique specs most importantly every goverment has a unique number of maximum suported units and upkeep costs (meaning being able to keep a larger or smaller army without paying upkeep and paying a higher or lower upkeep cost per unit once you exceed that number.
Also each goverment has an unique setting for corruption and waste. (with the more modern ones having less corruption, communism being the best one for low corruption, and facism having the best unit support.
One more economic important spec would be war wearyness, certain goverments will drop happyness quite quickly when at war, others will not care at all when you are at war.
lower happyness may force you to have less workers in the fields... lowering income.
Two of the goverments, namely Democracy and republik give you a gold production bonus helping you produce just a little more gold.
Also important is wheither the goverment rushes building with lifes or gold.
Usually in early game lifes are less valueble than gold (as your city's grow back to full size fast) and rushing with lifes is cheap, later in game you might prefer rushing with gold, as lifes lost will be replaced slower (and since they now no longer work tiles cause temporarly a lower income in that city canceling out the advantage of having saved yourself some gold before)

8 Certain city improvements or wonders increase income/lower expendenture :
*marketplace : increases gold output of city by 50%
*banks : increases gold output of city by 50%
*stock exchange : increases gold output of city by 50%
*courthouse (lowers corruption)
*police station (lowers corruption and war wearyness)
*aquaduct (allows city's to grow larger than 6)
*hospital (allows city's to grow larger than 12)
*Wall Street (small wonder) : 5% interest at gold treasury with a maximum of +50 gold per turn.
*palace : lowers corruption and waste in the empire, marks capitol.
*forbidden palace : acts like a second palace, lowers corruption and waste in the empire
*secret police HQ : acts like a third palace, lowers corruption and waste in the empire
Unniversal Suffrage : lowers war wearyness in the empie.

9 Other also be it more indirect financially usefull improvements might be :
*library : increases science rate by 50% (more reasearch for the same money)
*university : increases science rate by 50% (more reasearch for the same money)
*research lab : increases science rate by 50% (more reasearch for the same money)
*Granary : halve of grain is kept when city grows, doubling city growth speed.
*Longevity : when city grows, it gets +2 instead of +1, doubling city growth speed.
*Pyramids : free granary in every city on same continent
*Copernicus Observatory : +100% research in city where build
*Newtons University : +100% research in city where build
*SETI project : +100% research in city where build
*Theory of Evolution : 2 free techs
*smith's trading compagny : makes all marketplaces, banks, stock exchange, arfield, harbour or commercial dock in the emire have 0 maintenance.
*The Internet : puts a free research lab in every city on the same continent
*Great Library : every tech owned by at least 2 others you get for free

10 if you are suffering from unhappyness, you can't put all your workers to work, countering unhappyness can be done with the following buildings and wonders :
*temple : 1 unhappy citycen becomes content in same city
*cathedral : 3 unhappy citycen become content in same city
*colosseum : 2 unhappy citycen become content in same city
*Cure for cancer : 1 unhappy citycen become content, in every city in the empire
*Hanging Gardens : 3 unhappy citycen become content in same city + 1 unhappy citycen become content in every city in the empire
*The Oracle : doubles effect of all temples in the empire
*Sistine Chapel : doubles effect of all cathedrals in the empire
*Temple of Artimedes : 1 free temple in every city on same continent
*shakespears theatre : 8 unhappy citycen become content in same city, allows city to grow larger than 12
*Mausoleum of Mausollos : 3 unhappy citycen become content in same city
*JS Bach's Cathedral : 2 unhappy citycen become content in all city's on same continent

11 Countering unhappyness can also be done with luxery goods.
*to have acces to a luxery good, your civilitzation should have it in your borders, have a colony connected by a road to your city or trade for it
*for an individual city to have acces to it, it should be connected to the capiton by a trade route (meaning either by having both an airport here and there, or an harbour here and there, our a direct road connecting between those points.
*a city without a market turns 1 unhappy citycen in a happy citycen for every luxery good a city has acces too, 1 happy citycen also can counter 1 unhappy citycen (so having 8 luxery goods, means you can also have 8 unhappy citycens, or at least a city of size 16, before you will need to build any happyness building (saving tons of upkeep)
*a city with a market increases this effect even more : with a market it goes like this :
1 luxery good : 1 happy citycen (max city size 2 without problems)
2 luxery goods : 2 happy citycen (max city size 4 without problems)
3 luxery goods : 4 happy citycen (max city size 8 without problems)
4 luxery goods : 6 happy citycen (max city size 12 without problems)
5 luxery goods : 9 happy citycen (max city size 18 without problems)
6 luxery goods : 12 happy citycen (max city size 24 without problems)
7 luxery goods : 16 happy citycen (max city size 32 without problems)
8 luxery goods : 20 happy citycen (max city size 40 without problems)
So a city with a marketplace and acces to 4 or 5 different luxery goods (and perhaps having some wonders that also don't cost upkeep) prevents you from every needing to build any happyness buildings and saving you tons of upkeep costs. Hence it might actually be more profitable to "lease" some luxery good for some gold per turn from other civ's, than to be forced to build those happyness buildings. trading them for somethging like a world map, or some spare luxery or strategic goods is ofcource even better.

12 Countering unhappyness also can be done with army units.
Though not ALL goverment types allow this, and not all allow the same number, in general placing soldiers in a city adds 1 happy citycen per soldier, for as long as it stays there.
(the maximum number of happyness that can be gained this way differs per civilisation, democracy cant do this (0 happyness can be gained this way) while facism can get 4 happyness per city this way. other goverments fit anywhere between those 2 ends.
It usually is a very good idea to place units in city's both to defend them against possible invaders, and to generate happyness this way. However keep in mind you stay below your maximum army size, to prevent army upkeep, else this method is counter productive.

13 Happyness rate : it IS possible to transfer a percentage of your income to happyness, this will use x% of the income of EVERY city to produce happyness.
This usually is a VERY inefficient way to generate happyness, ruining your economy NEVER DO THIS.

14 Foreigners
Every inhabitant "grown" in a city you own will be of your own civ.
Every worker you capture or enslave, and every inhabitant of a city grown before you capture it, will be of a foreign civ.
Workers that are of foreign nationaity will work at only 50% efficientcy, while costing the same upkeep cost, best to just use them to increase population of any of uour city's.
Foreigners IN one of your city's will increase unhappyness for a while (but work at the same efficiency) but eventually that civ's culture will be converted into your own, solving that problem. If you cant wait for that, you might always use foreigners just to rush-build certain buildings... new ones grown there will always be of your own type.
It is even possible to own foreign settlers : if you build a settler in a city that has at least 1 foreigner in it.. and that foreigner is consumed making the settler, than there is a change that the settler will have THAT speciffic foreign nationality. When you build a city with that settler, that first citycen in it will also be foreign. (though after that it will like all foreigners in your city's over time be converted in your own type.

15 Specialised workers :
Any worker that is Not working the fields will become a specialist.
A specialist still consumes two food (but produces no food) so it lowers city growth speed having specialist.
There are certain important types of specialist :
*entertainer : it turns 1 unhappy citycen in a happy one, while this type of specialist is sometimes nececairy to keep your city from revolting (that does happen if a city has more unhappy than happy citycen) but it produces nothing USEFULL, try to use them as little as needed, and please use ANY of the other happyness options.
*police agent : it lowers corruption, this one might be usefull, sure the raw output of your city's production and money may be lowered, but the neth chunk you may keep after corruption and waste might increase. still it is better to use any other methods to counter corruption and waste (like police stations, courthouses, palace, forbidden palace, secret HQ, and different goverment types) before using these specialists.
*manufactor : produces a flat 2 production, might be usefull, though usually working tiles is better. Think of it as a converter 1 food -> 1 production.
What tiles can best improved with mines, and what with irrigation, and what tiles can best be worked, and what tiles better cannot
For example a desert tile with mine + railroad produces no food, 3 production and 1 gold,
A desert tile with irrigation + railroad produces 3 food, 1 production and 1 gold.
(essentially converting 2 production into 3 food, so it is better to irrigate desert and use that extra food to utilise manufactor-specialists)
a mountain never produces food, but with a mine on it, will produce 3 production or better, so it is better to work a mountain tile, than to use a manufactor-specialist)
And than we get those 2 :
*scientist : produces 3 science, sometimes usefull in early game, often not in late game.
*economist : produces 2 gold : sometimes usefull in early game, often not in late game
Those can be useful in those city's where there is a lot of corruption. (as the outcome of specialist will always be corruption free.
Keep in mind that while the economist only adds 2 gold, in a city without or with low corruption it is the better chooise even for science-oriented economy's.
for the way gold is converted to science is :
(income - corruption)* slider percentage * city improvemt multipliers.
(since there are 3 regulair buildings each adding +50% science rate)
That means at say 60% tech rate, you will get 1,2 *2.5 = 3 science, and still keep 0.8 gold/turn in your treasury.
usually it is a far better idea to work tiles for city's without corruption though, as the conversion rate here is 1 food/production to 1.5 gold.
that means that any tile with 2 or more food, or any tile with 1 food and 2 gold or more, or any tile with 0 food and 3 gold or more, usually is the better option.

16 Tourism
While only a minor economic factor still worth mentioning : certain wonders will generate "tourism" income once they become 1000 years or older. and the older they get, the more money they generate (upto +16 gold per turn each)
This is a nice little bonus, and if you build those wonders in your capitol (where there is no corruption) they can really add up.
The maximum effect is gained when you have such wonders in the same city as the +100% science production wonders (even better if that is your capitol without corruption)
with all 3 science buildings, AND those 3 in one city, that means you could get an output of upto 88 science per wonder!
(or at a more modest 60% techrate... thats still 52,8 science, 6,4 gold per wonder)
Last edited by Dutchgamer1982; Dec 19, 2013 @ 8:24am
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Date Posted: Aug 29, 2013 @ 3:46pm
Posts: 14