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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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This is generally for people who play against the AI; I think the situation in MP would be different.
Having discovered the vast difference in economic benefit between trading with your own cities as against trading with foreign cities, I then come up with the problem of how to get to those cities.
If they're not located on or near a coastline, I can't just send my Caravan/Freight by ship. An overland route at one square per turn takes up a lot of time.
So I've been building a lot of roads and even railroads into forewign territory, soetimes right to the cities in question.
I realize that this gives them a bit of advantage, since they don't have to build these sections of roads themselves. But I personally, at least in the game I'm presently doing, have found it very much worth the trade-off.
Any other opinions?
Jim W
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AkwaticDudeCity
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ZoomCity
Mar 2000 time: 05:12
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Jim
please check this post: http://apolyton.net/forums/Forum1/HTML/001139.html
I myself try to max out the per-turn value of traderoutes. I do this by establishing traderoutes with the biggest foregin city with most 'raw' trade-arrows per turn.
A prime trading city would be a foreign coastal city on another continent or island with the Collosus and situated on a river.
I send all my caravans to just one city. If the respective civ is my ally i'll send in foodcaravans to max out its size too. The -1 food can be eliminated by replacing the food-route with a regular traderoute.
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ugh crud, why won't they fall prey to my Machiavellian schemes?
[This message has been edited by AkwaticDudeCity (edited April 13, 2000).]
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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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I'm not sure I understand this. If two or three cities are demanding gems, for instance, what would be the point of sending a Caravan of gems to a city that wasn't demanding them? Surely you wouldn't get the same amount as you would from a city that _was_ demanding them?
Or have I missed sometning?
Jim W
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Canadian War Beaver
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Vancouver BC Canada, PST
Apr 2000 time: 05:12
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very large trading cities give nice bonuses for caravans regardless of the demanded commodities...... now the amount isn't as big as the cities demanding it of course but if it is a major player, then you can reap huge rewards anyways...... especially if the city is on a different continent, ie multicontinent trading.
Best bet is always the city that demands it but if you have repeat commodities, send them somwhere big and the money is more than worth it
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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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Actually, the original question was whether or not it was a good idea to build roads into foreign territory to facilitate your own trade.
However, this is an interesting thought,, which I will keep in mind.
Thanks,
Jim W
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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This notion of sending to just one large trading city is quite a revelation. Wish I'd known of it before.
Can you clarify one thing: how do you judge "large" -- population is easy but were you alluding to some other criterion?
Thanks
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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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This is fine, if you've got the Lighthouse and all, or you have caravels. If you're still in the trireme stage, though, you have to go around the coastlines, and by the time you get there, it's very late.
Yes, I trade to other continents when I can, but for a long time it's more immediately profitable to trade with a foreign cities on the same land-mass. It also seems to me to be smart to build roads; sure, the Bad Guys get some benefit from your work, but unless things go badly against you in the random numbers inside the puter, enough of the benefit is on your side.
My biggest problem is that games take so long that by the time I get into another game, I've forgotten a lot of lessons I learned the last time. SLE has fogged my memory a bit.
Jim W
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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To answer the question: no, I don't think it is good tactics to build a road into AI territory to speed up trade. Often a settler deep in AI land is picked on to start a war. Build roads and improve your own territior instead of helping the AI. Early on, trade routes do not generate much(if any) trade for small cities. If I have collossus and a science city, I work hard to deliver three caravans from that city to an AI city. (on a different continent if possible)
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AkwaticDudeCity
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ZoomCity
Mar 2000 time: 05:12
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You can make sure you don't lose surplus science.
When my caravans arrive in their ships i don't use them all at once. I check my science advisor and depending on how much research i have and how much research i expect to gain from a particular caravan, decide which traderoute gets established which turn.
More accurately, if after establishing a traderoute that has provided me enough research to get an advance the next turn and i still have caravans parked in front of the city, i have them skip a turn.
Obviously you do need the Lighthouse for transcontinental trade in the pre-caravel era, so make sure you have it if that kind of trade is your intention. I myself don't perform that much pre-caravel trade. I do build the caravans though, but keep them stacked and send them away when there are caravels or better transports available. Which is usually very soon after the first caravans are built on account of me only building caravans after all available 1 gold/turn improvements and a colloseum are present in the particular city.
To find out what cities are large enough, keep an eye on the Top 5 cities list, especially in the pre-wonder era. Then attempt to find and/or contact the particular civ and exchange maps.
Another reason to keep all your trade focused on one foreign city is that the respective civ will not benefit too much from your trade.
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ugh crud, why won't they fall prey to my Machiavellian schemes?
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:12
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I do not establish trade routes with other civs.
Why?
Simply put, I will give no trade arrows to any enemy civ for his revenue or science production. Ever.
I would rather give those trade arrows for the destination to my own civ. I'll give up the higher money reward and few extra trade arrows to get trade arrows in two of my own Civs. The destination city gets trade improvements without having to build a carvan on it's own. In addition, trade within my Civ happens faster, meaning I get several turns with trade instead of watching my Galleon splish splashing across the ocean hoping it doesn't get sunk.
Trade with an ally? What's an ally?
Venger
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Adam Smith
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Maryland, USA
Jan 1970 time: 00:12
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Akwatic, and Others:
Of course you can delay the arrival of your caravans for a turn or two to get the next advance. But then what? Your next arriving transport is several turns away, and you are stuck. If you set it up right you can run off one discovery per turn for 15-20 turns. But to do this, you need reliable transport, and that often means building roads or rails in AI territory. Of course you have to choose your friends. Would I try this with the Babylonians, Chinese, Americans, or Egyptians? Sure. Greeks, Zulus, Mongols, or Vikings? Not likely.
Venger:
Consider this situation with 40-50 turns to go in a game. You establish a trade route with the AI, giving your city and their city 10 arrows per turn, and giving you a trade bonus of 1000+ coins and science. If you establish a route with your own cities your bonus might be a quarter of that. I will happliy trade with the AI under those or almost any other circumstances.
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"I fear that I shall die a Prince."
-Edward VII, Prince of Wales
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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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I had not totally ignored the fact that roads run both ways; I'm dumb in many ways, but that isn't one of them.
On any road that runs through, or even into, foreign territory, I have somebody sitting in a fort, preferably on a hill, and even more preferably at a choke point, demanding passwords, countersigns, and all that good stuff I learned about in Basic Training. (Canadian Army,(Reg)).
Jim W
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Bird
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South Orange, New Jersey
Jan 1970 time: 00:12
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Once you have superhighways, you almost have to try not to get one advance per turn if you have a decent trade system going. Personally, I don't think this issue is even close, regardless of what the ai is doing in its own cities, but don't forget that just because YOU don't set up trade routes with ai cities doesn't mean the ai won't set up its own routes. So your refusal to trade with the ai cities ends up costing you 50% of the delivery gold bonus and 50% of the delivery science bonus, all to avoid giving the ai something it will probably get in many cases anyway.
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