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cavebear
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of the Pleistocene
Oct 1999 time: 00:36
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1792 - Change Utica Fish Worker to Forest to get Temple built before 2nd Citizen.
1794 - Finish Apolytonia Phalanx, start Caravel. Set city to non-Xin. Move AS Sparrowhawk along coast, find 2nd Fish. Disembark Settler to use both Fish. Start AS Sparrowhawk back toward Apolytonia.
1796 - Center square of extra specials would be on Forest, decide to establish 'Malaca' on coast, start Temple. Set Worker of Forest to get Temple built faster. Set Apolytonia to Xin.
1798 - 800,000 Citizens. Set Apolytonia to non-Xin. AS Sparrowhawk heading towards Apolytonia.
1800 - Set Apolytonia to Xin. AS Sparrowhawk closing in on Apolytonia.
1802 - Set Apolytonia to non-Xin. AS Sparrowhawk arrives in Apolytonia, is repaired from strains of first voyage. Relieved drunken sailors carouse all night and anger Citizenry; police kindly place sailors in courtyard for sobering-up. I don't get any sleep, but forebear complaining as they earned their night of revelry.
1804 - AS Sparrowhawk debarks for Killdeer with Caravans of Beads and Gems. Point out to shipmaster that ship could have also carried Salt Caravan, but he says he has plans for the Salt. I say nothing as I see his plan. Apolytonia set to Xin.
1806 - Set Apolytonia to non-Xin. AS Sparrowhawk proceeds toward Killdeer. Traveller advises that Zulus have started working on a "Cure for Cancer". I contemplate what that might be as I fill my pipe. 
1808 - Apolytonia builds 2nd Caravel, starts Settler. The shipmaster is a cautious political veteran and asks if I want it named after me; I decline (if it sinks, it would reflect badly on my Greatness). I name it the AS Friday (because it is Friday, Duh!). The AS Friday sails toward Malaca with a Settler and a Salt Caravan on board. Rush Utica Temple for 30G to prevent impending unhappiness when population increases. Move Utica Worker to Fish to keep him productive. Set Aploytonia to Xin.
1810 - Utica becomes size 2 and completes Temple which delights the Citizenry; starts Marketplace. Our Scientists discover Banking and start on Econimics (they used some word like that). They say it is a dismal science, but it will also increase our gold supply. I'm all in favor of that, but I don't understand the weird formulas they begin explaining. Set Apolytonia to non-Xin. Land Bead Caravan from AS Sparrowhawk near Killdeer and they meet Egyptian Emmisary. We establish Peace Pact. We ask to exchange knowledge, but they do not wish to. 
1812 - Killdeer goes into rebellion. Decide this is not the best time to enter city with Caravan and will wait for things to settle down. Set Apolytonia to Xin.
1814 - Set Apolytonia to maximum trade and send Bead Caravan into newly-calmed Killdeer. We get 188 gold for our Beads, WOW! AS Sparrowhawk ventures further along coast seeking city that wants Gems. If Beads are worth so much to these Egytians, Gems ought to allow me to retire rich! Er, I mean, they should enhance our treasury greatly for the good of all the people! (ahem) Discover Egyptian city Giza, but it doesn't want our Gems. Scientists advise me that they are about 75% complete in their study of Ecominics (whatever). As long as it gets us more gold, I don't care if they call it Razzlefrass. 
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rjmatsleepers
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quote: Originally posted by cavebear
I just wanted to get any trade from the new cities to the Capital established. And I will not rehome the Caravan if anyone objects. It is a questionable tactic and I understand the objection. |
Object is a little strong, but rehoming caravans is not permitted in most succession and comparison games (on Apolyton), so I think we should not do it here, even if we did not specifically exclude it in the initial rules.
BTW, AFAIK, there is no gain in terms of delivery bonus or on-going trade route in delivering from A to B compared with delivering from B to A.
RJM at Sleeper's
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rjmatsleepers
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The reason that re-homing caravans is not allowed in most Apolyton games is that if you attempt to re-home using the orders menu you get a message saying re-homing of trade units is not allowed. Of course the city menu permits re-homing, but this is assumed to be a bug.
I believe the Civ Fanatics site allows it in its games. It is a matter of choice, but for me, the fact that there is a specific message saying that it is not allowed is an indication of the game designers intentions.
RJM at Sleeper's
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rjmatsleepers
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There is a dramatic benefit (in terms of the delivery bonus) in rehoming a caravan to your SSC and then delivering to another city. Once you have a railroad network and ship chain in place you could potentially rush build a van in every city; re-home it and deliver it for a cash bonus that exceeded the cost of building - all in one turn. This would give you lots of gold and speed up research. This is the reason (IIRC) it was not allowed in early landing games.
The delivery bonus and trade value formulas (as posted in the strategy section) are symmetrical as far as the cities are concerned. They mainly depend on the sum of the trade arrows in the two cities and the distances involved. I believe a difference could arise if the two cities are on the same continent and the "direct route" from A to B is different from the B to A route and one route is completely roaded and the other isn't. But for most purposes, delivery from A to B produces the same results as delivery from B to A. (That is my interpretation of the formulae; I've not tested it.)
I think that the reason people talk about vans going to the capital is that (if the capital is the SSC) the biggest available bonus for a van in a colony is usually by trading with the SSC - particularly for a demanded good. Sending the van to the SSC can also be helpful in unblocking supply in the SSC. A van built in the SSC is likely to have a much bigger bonus from trading with a large AI city. Hence the SSC vans are not usually sent to the colony.
In our situation I can't see any benefit in building a van in the capital, re-homing it in a colony and sending it back to the capital - it just delays the bonus and clogs up the shipping lanes.
RJM at Sleeper's
Last edited by rjmatsleepers on 25-05-2004 at 11:35
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rjmatsleepers
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I have just conducted a quick and non-rigorous test. This confirms that differences can arise between A->B and B->A if the direct routes differ. Where they are the same or equivalent, delivery bonus and on-going route value appear to be the same in either direction.
RJM at Sleeper's
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rjmatsleepers
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quote: Originally posted by MrWhereItsAt
Ah yes, the whole different route idea... something I don't really understand. Is there an easy to understand thread somewhere in the Strat forum that could help me with that? |
There was a post recently (ie within my lifetime) that gave a chart that enabled you to calculate the "go to" route. I think this is it http://apolyton.net/forums/showthre...4357#post374357
but if not I believe it can be reached via the second Great Library index.
RJM at Sleeper's
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rjmatsleepers
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quote: Originally posted by Bloody Monk
All of this is far from being critical in this game though. It matters more when your SSC/central city shares a land mass with an AI and is w/in 22 clicks. Trade routes of +35 to 40 are then possible after laying in the rails.
Monk |
As you say, not critical in this game, but undoubtedly one of the reasons that in the EL games my SSC seems to produce a lot less beakers than people such as yourself and Solo.
RJM at Sleeper's
PS I'd forgotten that the 2 stations would be at the edge of 2 different cities so that you're not attempting to build 2 cities on adjacent tiles which was the difficulty I had in mind.
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All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
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