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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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quote: Originally posted by Harry Tuttle
In total I have 99 food units that need to be supplied. If each city can supply 3 units of food to wherever then I have to have 33 cities. Though, when I first made my 99 number I included some auxiliary cities that only need 1 or 2 units to net to zero. So, if I can trim the food units to 33 units needed to be supplied I will only have to build 10 cities. |
I'm afraid that your idea may require some modification. AFAIK, it is normally impossible for a city to have more than 1 outgoing food trade route. However, I don't know if it is possible to hex-edit a city so that it has more than 1 such route.
quote: Originally posted by Boco
Btw2, how long do food caravan routes last in a game under 'normal' circumstances? For a set number of turns or until they are replaced by other trade routes? |
They last as long as the donor city exists but can be replaced by a regular trade route if a freight arrives from another city.
Last edited by AGRICOLA on 27-02-2005 at 09:02
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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quote: Originally posted by Boco
When you tried it, did you test for food route elimination when donor cities had a food storage of 0 at the time that they went into a net food deficit? |
Yes. What I did was start a new game and then immediately built two cities for testing. I created a caravan, editied it, and moved it into the donee city. The terrain was then changed for the donor city.
quote: Did you ever try to set up a famine using CreateUnit Settler events? |
Hmmmm, no, but that seems like it could have some merit. It would indeed create a loss in production, but once the city went into starvation wouldn't the settlers be disbanded?
quote: Btw, I'm not trying to shoot down an excellent idea, just exploring alternatives. There's sometimes more than one way to skin a cat, each with its peculiar advantages and disadvantages. Personally, I'd much prefer to learn from someone else's experiences rather than reinvent the wheel myself. Kinda lazy that way.  |
No, no, ask away. I need you guys to find out any flaws in my idea as well as present some new opportunities. 
@Agricola: Well I'm able to create multiple food routes to the same city using Civcity. So Omaha could have three routes to New York if I wanted to. Though it seems that a city can only donate up to three food routes to another city. Every food supply caravan after the third will only add to the "food box".
And yes, I will include engineers and caravans in the scenario as roads will have to be rebuilt and food routes re-established. I like the idea of transforming terrain to swamp. This could be a fun idea. 
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Sarsstock
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Say Harry, could you provide me with an e-mail address I could use to send you a first draft of the title.gif? It doesn't have to be your "official" address, but rather any old address I could use to get you the draft.
This way the title image can remain a surprise until the beta release.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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I have problems with the realism of a city 1000 km behind the front undergoing a terrain change if a frontline city is lost to the Germans.
Losing food trade routes seems much more realistic.
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Tigey
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quote: Originally posted by Harry Tuttle
@Agricola: Well I'm able to create multiple food routes to the same city using Civcity. So Omaha could have three routes to New York if I wanted to. Though it seems that a city can only donate up to three food routes to another city. Every food supply caravan after the third will only add to the "food box".
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Just throwing an idea in, but as you say, a city can only accept 3 food routes, and sending in another food caravan after that just "refills the food box". But what if you designed New York to not be able to produce enough food, even with 3 incoming routes: a constant food deficit. That way, it would only able to keep from starving by constantly sending in food caravans, perhaps, but not necessarily, from specially assigned cities? These would constantly "top-up" the Food Box, and if they should ever stop coming, New York would descend into starvation...
It would be a way of forcing the player to maintain an "active" supply line of food caravans, and although I suppose in play terms, the consequences wouldn't be as dire as real life, it would still be undesireable to have your best city in decline. It would need careful balancing of how far away the caravans should spawn, and how big NY's food deficit should be, to ensure the player had a fair chance to ship food over...
Aw, Arse. I'm on a library computer, so don't have Civ2 in front of me, but I think I remember that the limitations of Events/Cheat Mode don't allow you to create a spawning caravan AND specify its cargo without actively "cheating". But the principle remains, that of a big city with a big food deficit, already maxed out on food routes, and the only way to keep it from starving is to constantly send in caravans to keep the box from emptying... Just a thought.
This scenario is looking absolutely fascinating by the way. I'm looking forward to it...
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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RULES file, unit section
role = AI role (Generally affects the way in
; which computer players use the unit, but
; roles >= 5 will actually affect abilities
; of the unit)
; 0 = Attack
; 1 = Defend
; 2 = Naval Superiority
; 3 = Air Superiority
; 4 = Sea Transport
; 5 = Settle
; 6 = Diplomacy
; 7 = Trade
EDIT: Because the units are human controlled, they can attack and defend normally.
Last edited by AGRICOLA on 05-03-2005 at 22:08
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