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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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Somewhere recently, Ming commented to someone that he was concentrating too much on shield/production. That interested me because I've done the same, figuring it's good to produce whatever it is I want to produce faster.
But I'm beginning to wonder if there isn't a point when those shield workers ought to be turned into food/trade producers (stick 'em out in the oceans, for example) so that I can create scientists and speed up my tech discoveries. I'm still confused about what exactly trade does. I believe it increases income, doesn't it? But does it also contribute to science?
Appreciate whatever counsel you all have to offer, as always.
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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MyOlde - Trade - what does it mean?
Let's say at the beginning of a game (still in Despo) you have a size three coastal city. You can have four workers in the 20 square field of your city, one of which has to be in your city center. If you built on plains and you have no specials, you could place the three extra units on three ocean square each producing 1 food and 2 trade; add that to the 2 food, 1 shield, and 1 trade for the city center and your city produces 5 food, 1 shield, and 7 trade. (you would be in a food deficit, but this isn't about food!) So 7 trade... what does that mean?
If this was your only city, your entire civ in total is producing 7 trade arrows. These get allocated by your tax allocation menu: if you have your allocation set to 60% taxes and 40% science then your civ will get 4 coins and 3 science beakers each turn. (the computer rounds off fractions.) The coins get added to your cash balance, and the beakers get added to your science accumulation. At the beginning of the game on a small map it takes 10 beakers to get your first advance, so on your fourth turn you would get an advance. Various improvements impact the effectiveness of your cities trade arrows, a marketplace would increase your coins (not your 10 trade arrows) and luxuries by 50%, so in the above example you would get 6 coins and 3 beakers with your 7 trade arrows. Etc. Does that help?
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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Sten et al., Yes it does help - partly. Perhaps I should re-state my question.
I find even when I'm dominant over the other civs that well into the game (the 1800s and even early 1900s) it takes me 3 to 4 turns to discover a new tech on my way to space flight. I want to speed that up and am looking for the best way.
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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In MP trade is everything... and the only thing. With MP science is key, as everyone is racing through the tech chart to win the next wonder. Thats it, thats the whole game. So forget those shields. I think this is why republic is so important in MP. Those extra trade arrows are like having the colossus in every city. Republic in MP is like Monarchy in SP.
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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MWHC: So presumably I can apply the same thinking to SP?
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arii
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St-Louis MO USA
Jan 1970 time: 05:12
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I don't agree with the statement: trade is everything in MP.
Trade will make you the leading scientific civ for the first 3000 years of the game.
Shield if used for expansion will allow you to outgrow those trade oriented civs, and beat the trade oriented civ in science once you shift some workers to trade squarres later on. In deity where the whole game revolve around building the 3 happinness wonders I will go for the trade though.
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War4ever
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I live amongst the Red Sox Nation
Jan 1970 time: 21:12
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A strategy i use for deity is as follows.... laying down my first two cities preferable at least two city radius apart and preferably with some specials for the capital. build two more cities and fill in the gaps between the cities.... start my wonder and build more settlers.....
thats straight forward enough..... however i max out scince in all cities until monarchy and hopefully i have built one city on a gold or spice tile.....
i like to max science but not at the expense of growth.... as was stated here and many other times in these forums, this game is about growth..... with growth comes trade science and production.... in x2 production i only have a couple of cities early maxing out shields with the rest.... usually the first four or five cities maxing science...
Remember, you need to plan ahead for all stages of the game..... early expansion or the race to the gardens or mikes is not the end of the game..... if anything it is the early part of the game.
While Mikes is important and i often wonder, take Gardens or wait for mikes as it is right around the corner..... i often will wait for mikes..... and if i lose out on it i take wall or collosus.....
As you get more cities, i think it is important to build up your beginning cities with major rushbuilding .... i am not a huge caravan guy in MP.... i know i wont' get all the wonders much less all the top wonders , unless everyone else is millenium behind... i often prepare for getting Adam Smith so that my infrastructure does not cost me much.
Free temples, libraries, marketplaces and coastal fortresses just to name a few are invaluable as you approach mid game.... personally i think this is where many people lose focus in MP games
All those wonders, Wall , G Library, lighthouse, which we deemed pretty much unecessary in SP are excellent wonders for MP... Wall has become my favorite early wonder now as your walls cannot be destroyed by annoying dips and do not expire until Mettalurgy.... which is early but not early enough to hurt you 
So don't despair if you dont' get the happy wonders as they really arent' necessary.. they just make your empire a bit easier to run...... IMO of course 
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I am a civ addict. ARE U 2??????
icq 30200920
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