Trying to understand Gildar production

I am always hamstrung with gildar

I have tried and tried to increase my gildar production with absolutely no luck.  My last game was the best I have done with about 50-60 gildar a turn.  Only way I got that high was by not declaring war with anyone and only having summoned armies.

The problem is one stack of 10 squads can eat 50 gildar in a heart beat, so how do I get it higher?

I have read some people getting 1 city to a 100 gildar a turn production.  Is this just lucky mine placement or is their other ways I do not know about to boost it.  I tried caravans but my trade is always at 0 on my kingdom screen, though my foreign trade is 20-30 gildar through treaties.

10,328 views 14 replies
Reply #1 Top

Have you looked into the civic techs? I always short sell myself on the econ tech ups and have started using them more.


I still don't fully understand what effects what though. :|

Reply #2 Top

Just send a stack in the woods  and kill wolves, spiders... That should net you 20 or more gildar per turn on average, considering the spawn rates and you can't kill one pack every turn.

Reply #3 Top

City optimization; some buildings reduce your gil per turn. Tossing them in every city just because won't help you or your production in any area.

 

That said, did you really need it to win or did you just want lots of gildar?

Reply #4 Top

Quoting sagittary, reply 3

That said, did you really need it to win or did you just want lots of gildar?
End of sagittary's quote

I personally want lots of gildar. Who cares if I win, as long as I am rich? :P

Reply #5 Top

does ctrl + m cheat still work? giving you 1000 gildar?

Reply #6 Top

I've only played a few games with Release version. Sadly you can't build multiples of buildings anymore and most of the econ buildings only increase gildar production by % instead of producing it themselves now. Thus gildar production is a lot harder to get flowing then it was back in Beta. Of the top of my head the only 3 buildings I can think of that produces gildar is Merchant (1G), Palace (7G), Gold Mines (?G).

Some of the Econ buildings that give a big +% to Gildar can only be built ONCE. As a result I recommend building the Palace in a city with 1-2 Gold mines and then builiding them in that city, such as the MINT. Also getting all the level up city bonuses in Gildar on that one city helps. I often end up with one city that produces well over half my gildar. This is the kind of setup most people are talking about when they got massive gildar output from a city they don't have a ton of cities producing that much cause it's not really possible.

If you don't start near a gold mine I recommend working up towards palace fairly quickly. Also reasearch the adventure tech tree on the Explore line which makes more resources spawn and hope one of them is a gold mine. I had a 2nd gold mine appear next to my Capital and after building the Palace there too I was able to get over 100 Gildar per turn from it when it hit level 5.

Aside from that it's best to "farm" gildar from local monsters. Just keep killing them as fast as they spawn in the local area as it will help your gold flow. Questing and Dungeon looting help too a bit but only for a time as soon the goodie hunts and quest locations run out. Then your stuck back with just city income.

Another thing to help income is the Trade treaties which in one game amounted to about 1/3 of my empires total income. This kinda depends on how peaceful your neighbors are and such.

Caravans only make roads and give a food bonus so they are of no use to getting Gildar.

 

Now as for a normal city I don't have the exact numbers for all the econ buildings so I'll just go off a general estimate but here goes. The Market gives +15%, Trade Outpost gives +50%, Each level gives LVL * 10% for total of (2+3+4+5)*10= 140%. Thus an average level 5 city should get about a 205% bonus to Gildar production. The problem is it only gets ONE gildar production to start with thus a whole 3 gildar for being level 5. There might of been a building that it's UNIQUE which I forgot but it's not gonna make much difference. The problem is you only ever start with that one gildar to begin with.

This also applies to all of the other resources in the game though which I think is to make the map resources much more valuable. Problem is though there doesn't seem to be enough of them to really go around. Like in that game I mentioned above where I had 2 Gold Mines & Palace city putting out over 100 Gildar. I only had ONE other gold mine on the map in a LARGE game and I controlled 1/4 of the land. Currently still playing that game and haven't come across a 4th gold mine yet. :P Also the AI seem to be strangly absent as I set it to 9 AI players and only found 1.

 

Reply #7 Top

Quoting MxM111, reply 4

Quoting sagittary, reply 3
That said, did you really need it to win or did you just want lots of gildar?

I personally want lots of gildar. Who cares if I win, as long as I am rich?
End of MxM111's quote

 

Then you want cities on gold deposits specializing in gildar. Other cities you can leave at level 1 (unless for other resources) and make a merchant in them. Cities without a gold deposit won't see any significant benefit out of high level buildings. 

Reply #8 Top

Another useful way to get gil is to trade with minor factions. Their money can help jump start more expensive buildings especially when you don't really have a use for some resources just yet.

 

Quoting PyroMancer2k, reply 6

Now as for a normal city I don't have the exact numbers for all the econ buildings so I'll just go off a general estimate but here goes. The Market gives +15%, Trade Outpost gives +50%, Each level gives LVL * 10% for total of (2+3+4+5)*10= 140%. Thus an average level 5 city should get about a 205% bonus to Gildar production. The problem is it only gets ONE gildar production to start with thus a whole 3 gildar for being level 5. There might of been a building that it's UNIQUE which I forgot but it's not gonna make much difference. The problem is you only ever start with that one gildar to begin with.

This also applies to all of the other resources in the game though which I think is to make the map resources much more valuable. Problem is though there doesn't seem to be enough of them to really go around. Like in that game I mentioned above where I had 2 Gold Mines & Palace city putting out over 100 Gildar. I only had ONE other gold mine on the map in a LARGE game and I controlled 1/4 of the land. Currently still playing that game and haven't come across a 4th gold mine yet. Also the AI seem to be strangly absent as I set it to 9 AI players and only found 1.

 
End of PyroMancer2k's quote

 

Market gives 25%, requires level 2, uses 1 food

Bazaar gives 50%, requires level 3

Mint gives 100%, requires level 4 (unique)

Trade center gives you 50%, requires level 5, uses 1 food.

Palace adds 7 to base production.

 

Reply #9 Top

On my present game I am around -90 a turn but have around 25k.  Just keep killing.

Reply #10 Top

Besides the natural way of getting Gildar, which from you cities, resources and adventuring, there's some other ways to rake in the money,

You can get other nations to give you Gildar for declaring war on the nations that you would attack anyway, they'll give you up to a couple thousand Gildar in some cases.

Similarly, get other weak nations to give you Gildar for non-aggresion pacts. Weak nations can give up to a thousand Gildar for both alliances and non-aggresion pacts - especially minor nations who never spend their Gildar.

Establish treaties with every nation you can find, it's better to save one city at the end of a war to get trade and technology treaties than to exterminate a nation. It's almost never worth it to conquer a minor nation if you can get treaties instead.

Reply #11 Top

Dont try to build everything in all your cities too.you dont want a building with +X% to magic research been built in a city with 1 in research.That's wasted money.

Reply #12 Top

Luck (gold spots) and specialization (gildar bonus when city levels, % increase buildings).

Goes for many of the resources (food, tech, knowledge and even materials).

Reply #13 Top

Quoting PyroMancer2k, reply 6
Now as for a normal city I don't have the exact numbers for all the econ buildings so I'll just go off a general estimate but here goes. The Market gives +15%, Trade Outpost gives +50%, Each level gives LVL * 10% for total of (2+3+4+5)*10= 140%. Thus an average level 5 city should get about a 205% bonus to Gildar production. The problem is it only gets ONE gildar production to start with thus a whole 3 gildar for being level 5. There might of been a building that it's UNIQUE which I forgot but it's not gonna make much difference. The problem is you only ever start with that one gildar to begin with.
End of PyroMancer2k's quote
Actually, production bonuses are supposed to be multiplicative (at least they used to be), a city with all possible bonuses should have a 1.15*1.50*1.2*1.3*1.4*1.5*2 = 11,302 or 1030.2%, increase in gold production... which agrees pretty well with my experience where a single city produced more than 200 gold.

Reply #14 Top

Quoting sagittary, reply 8

Market gives 25%, requires level 2, uses 1 food

Bazaar gives 50%, requires level 3

Mint gives 100%, requires level 4 (unique)

Trade center gives you 50%, requires level 5, uses 1 food.

Palace adds 7 to base production.

 
End of sagittary's quote

I think they changed Market in 1.06 cause I was sure it was 15% at release. Also the Bazaar is a national wonder type building (think civ4) so you can only have 1 of it.

Quoting Norhg, reply 13

Actually, production bonuses are supposed to be multiplicative (at least they used to be), a city with all possible bonuses should have a 1.15*1.50*1.2*1.3*1.4*1.5*2 = 11,302 or 1030.2%, increase in gold production... which agrees pretty well with my experience where a single city produced more than 200 gold.
End of Norhg's quote

Really since when? Cause if you open the City details and click on an individual resource such as Gildar it tells you exactly what buildings are contributing to base and modifers. Plus the total base, total modifer, and end production amount. And it seems to be adding them like I did as of 1.06 during the game I was playing last night where I had over 300% modifier on my city's gildar production with every Econ building including the unique ones. Of course it wouldn't be the first time the tooltips were displaying things wrong so I'll have to check for myself later.