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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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Perhaps this has been discussed before, but after the invention of Trade, I recommend never starting a Wonder in a city until you have:
1. Enough caravans stored up to complete the wonder.
2. Shield output in the city of such a nature to make caravan building inappropriate (>50 certainly, but >30 is also not very effective since you "lose" shields by using 60 shields to build one 50 shield caravan)
The benefits to this approach are simple. By building caravans, you have the flexibility to alter your production as needed in that city without jeopardizing your Wonder shield accumulation. Say the neighbors decide to stop by unexpectedly and you don't have a big enough welcome party for them, now you can build it, save your city, and still win the Wonder race! Additionally, if you were to lose the race to the desired Wonder, your caravans can be saved for the next Wonder without the annoyance of having a city wasting shields in trying to fill a completed Wonder box. Or immediately use the now unneeded caravans to establish more trade routes, gold, and science bonuses. In the pre-Trade world, if you want a Wonder very early, then caravan hoarding does not apply. Anyone know of any detriments to this approach? It's the only way I build post-Trade wonders, and Trade typically happens very early in my games to boost Science development.
[This message has been edited by inca911 (edited July 13, 2000).]
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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Tom,
To the best of my knowledge the good carried by a caravan used for wonderbuilding, is instantly available in the original city.
So, in my experience the supply of a commodity does not end when a caravan helps building a wonder and hence there is no need to keep track of the caravans for that reason.
That being said, I always use a food caravan over a goods caravan given the choice as the latter can be sent out to trade with.
BTW, I'm curious about the early science path in OCC. Is it mainstream to go for Trade after Monarchy to get the caravans for Colossus?
Carolus
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Hasdrubal
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Carthage.
May 2000 time: 05:12
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I agree with the concept of building wonders with caravans. The bulk of the shields for my wonders derive from them.
But, IMO, the concept should not be taken to far. 50 shields spend on a caravan that has to wait for, say, thirty turns, before it gets added to a wonder, is too large an investment without any return for too long. If one had spend those shields on a marketplace or had send that caravan off to establish a trade route, the return generated in those thirty turns would cover the cost of buying a new caravan by the time it is actually needed, on top of the improvement/route that was also created. The same holds true for three caravans that have to wait for ten turns.
So, when you think you have build enough caravans, you just might have.
Cavebear, food caravans don't deplete food until establishing a food route.
------------------
Hasdrubal's Home.
Ceterum censeo Romam esse delendam.
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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If I don't have enough gold or caravans to build a wonder quickly, I also start with building a few food caravans. If you have production of 10, 13, 17, or 25 shields, there is not much waste. I notice that the AI seems to know which wonders you are building, and will follow suit to compete. If I abandon my usual many wonder strategy, I find that the AI will not try to build some at all! I also try to start with a wonder that I do not care about and shift at the last moment. I have no idea if this deception helps--does anyone--?
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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Missed DaveV's post.
Two personal points:
i) Even though being optimal, I usually don't time it with the discovery of the tech. Too complicated for my brain! I'm happy if I have three caravans within the city's reach when it builds the fourth caravan.
ii) You waste a turn's production, but maxing trade isn't a bad alternative is it?
Carolus
[This message has been edited by Carolus Rex (edited July 14, 2000).]
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Novi Nomad
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Novi, MI, 48377
Jun 2000 time: 05:12
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Hasdrubal,
You say that you only lose the food unit when actually establishing a food trade route. In other words, this means that if you use a food caravan to create a wonder, you don't lose the food unit at all?
Ming,
What does it mean when a science is white? I've noticed this before, but never really could tell what it meant....
Do you guys all rush build wonders even in SP games? I just started playing at King level, and I haven't usually found this to be necessary.
Is there a thread anywhwere that defines all the abbreviations used in these posts? How about a thread on OCC and ICS strategy? I'm still kind of new at all this. Thanks for all the interesting information.
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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In a way the leader in science is awarded a limited embassy. If you see new sciences white you know no one else has it yet. I don't know why this is in the game.
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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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Novi Nomad:
You can go to the "Distilled Civ Tips and Notes" thread that I started. I try to pull the best kernels of information from threads such as this one for more concise review. IMHO (in my humble opinion), it has discussions of lots of civ things that will help you play a much better game.
To all:
Well, I have no qualms about building some actual commodity caravans to try for a Wonder for the following reasons:
If the caravan is from a small city, then the bonus will be fairly small as well, so no big deal if I delay the commodity. If I lose the Wonder race, I can then decide to ship the commodity somewhere else or I can sit on it for the next Wonder. Typically all my cities have 3 trade routes ASAP so I'm only postponing the trade bonus until later and not missing any trade arrows from not having 3 established routes. Also, if the next Wonder I care to build isn't coming up very soon (I don't try to build them all), then if I have a bunch of food caravans sitting around, I can't quickly grab a nice science/gold boost by establishing trade routes whereas with commodity caravans I can. The food caravans are just too stagnant for my personal tastes. Of course, OCC is another story. Not taking advantage of every available trade commodity is a bid no-no.
Can someone point me to a good discussion on rush-buying? I do it quite often, but I noticed that I have not yet included it in my Distilled summary. Thanks!
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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:12
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MWHC, not just the leader in science gets it, everyone gets this info. Lets say I am behind in the Mono race, (which I know since whenever I get a prerequisite and it is blue, which is critical information to have), I go another path. When I get feud, and it's white, I know I'll get the war acadamy if i can build it in one turn. SO everyone can benfit from this feature. And that is probably why they included it.
You just have to know how to use it 
RAH
It's probably a left over from the old SP days when you could use it to judge how you were doing against the AI, and they just left it in not realizing the strategic nature of this info in an MP game 
[This message has been edited by rah (edited July 14, 2000).]
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jpk
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Minneapolis
Feb 1999 time: 05:12
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RAH and Smash:
I've gone so far as to disband every defender of my capital to build a wonder. Luckily neither Mongols nor barbarians have shown up to see if anyone is home.
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Smash:
Over time wonders take an increasing number of shields. If you have a city that is working on a dead Wonder, plan ahead for a wonder that requires more shields. This is no doubt easier in single player than multiple player.
Have other cities send over a good offensive unit and a good defensive unit to withstand attacks. Again this is no doubt easier in single play than multiple player.
Say you know you will be able to build a 400 shield wonder and your already in the low 300 shields. Set the city to as high a trade as possible or convert workers to scientists.
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