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debeest
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Insta-fort involves moving two engineers onto one tile where they each still have some movement left, and using both of them to build a fort on the same turn with their remaining movement points. Handy way to get close to the enemy without letting them have an easy first shot at you.
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:36
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I must admit, that's the latest date I've seen to acquire Pottery. 
Another fun tactic you may not have considered, edgeblade: In a conquest game, as soon as you get Railroad, trade or gift it to all your enemies. They will then proceed to build access roads to all their cities for you. 
Don't get hung up on being the tech leader (says the man who always is...). You will get a tech every time you take a city, so even as a research-plodding Fundy, you can always be within a tech or two of the top dog. As long as you can attack with a decent-value unit (ideally, an 8), you can beat down 3 and 4 defenders with regularity. Under Fundy, you will have enough cash to build replacement units for the attrition.
Oh, and make several engineers part of your military force. They travel with the troops and provide needed infrastructure along the way (roads/RR/forts).
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Edgeblade
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heh, im normally pretty slow to get to fundy anyway...im just starting out atm so im trying new stuff all the time obviously
btw what is the tech/wonder that allows you to see th eentire world?
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debeest
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Caravans and freights cost more to bribe, too, right?
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Edgeblade
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i only researched it because it was the only tech in my list on that round :\
what happens if you buy an enemy caravan...does it become supported by the nearest city to you? (i know if units are closer to enemy cities than your own they appear as NONE)...does a caravan, or could a caravan be a NONE ?
whats the formula for engineers + settlers?
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Elephant
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Phila PA
Aug 2002 time: 00:36
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Caravans follow the same rules for bribing as regular units regarding city homing. This can get interesting when you have all 3 supplies blocked by trade routes, especially in One City Challenge. Delivery can create a new route, freeing up a real supply for repeat deliveries. Higher cost is probably due to greater shield cost.
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Edgeblade
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so there is little point bribing a caravan near an enemy city (except to free up trade routes) etc
i still dont completely understand the way the supply/demand works, ive read about a system on this forum but that was a bit ago and i knew nothing about the game then
what REALLY bugs me is when i make 3 caravan and click on the supply and demand chart, and see some far away city of mine requires say wool. By the time the caravan gets there...it says the city no longer requires wool and do i want to continue moving or setup a trade-route
given that most of my cities at the start of the game when i start trading are normally pretty close to one another (although the further away cities generally have less infrastructure), what is best to do?
and how often is this going to continue to happen...is there any way that i can find out/guess whether or not a city is still going to need wool by the time my caravan gets there?
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Edgeblade
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lol
but even so, in most of the games i play all the players are on different continents so it makes trading harder...
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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quote: Originally posted by Edgeblade
lol
but even so, in most of the games i play all the players are on different continents so it makes trading harder... |
But this is what a trader dreams about; it is just exactly what you want. Trading with a smaller off-continent AI pays much better than trading with your own, even larger cities on the same continent. This is how you race through the tech tree. Once you learn how to create ship chains, your trading will be easier, not harder, and definitely more profitable, both in coin and beakers.
On the city changing demand on you, this problem is covered in several threads by samson and solo dealing with demand factors, and I think in the EL Guide, too. When and how demand/supply lists change is a function of several factors including time. Approxamately every 16 turns a city can get a shift; but, I find that keeping track makes my hair hurt and I seldom bother. As Sir Rabbit suggests, having demand change on route is just part of the game that you learn to deal with.
For non-conquest games, getting a good handle on trade is the best way to improve your game. It will be worth the effort, I think.
Good luck
Monk
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Elephant
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Phila PA
Aug 2002 time: 00:36
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Regarding demand changes, read through the formula for the particular commodity you are sending out for a long-travel journey. If the demand is based on issues that can change quickly, such as size of city, number of techs, roads, etc consider the likelyhood of it changing enroute. Travel by sea in the early and mid part of the game is usually faster, and can be made almost instantaneous with ship chains. RR in mid to late games equalizes the land side of things.
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Edgeblade
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is there a list of the trade things showing which is move valuable etc?
and is there some formula, which will give you an idea of how much you will get by using city size, position etc
and whats the bonus for 2-continent trading?? (what does it equate too)
ie if you have two 20 cities on opposite sides of a long island with road inbetween, do you get more for your route if say you traded in wool (which was in demand) or do you get more by taking it to a city size 4 on another continent etc???
in total what factors affect trade and by how much?
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Elephant
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Phila PA
Aug 2002 time: 00:36
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Most of the questions you ask were answered by Samson in this thread:
http://apolyton.net/forums/showthre...&threadid=64729
You need the Base Trade value for each city, which can be tricky to get for an AI city; I often use a "guess" of 1 arrow for each citizen, with an add-on if there is Whales or Silk in the city radius. For the rest the AI seem to focus on Food and Production, not Trade.
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