Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-Strategy-Archive > help: ship chaining
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
SlowThinker is offline SlowThinker
King
homeless, Praha, Czech Republic
Jan 2000
time: 06:14
Question  Old Post 24-06-2001 03:17 Visit SlowThinker's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
help: ship chaining Inflate your Upload Space

I remember I saw a thread where somebody described situations where ship chaining is better that normal use of boats and vice versa. Do you know the name of that thread?

(I want to read it so that I would find out what ship chaining exactly is...)

Smash is offline Smash
Emperor
Civ2 Diehard
Jul 1999
time: 21:14
  Old Post 24-06-2001 06:02
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Inflate your Upload Space

ship chaining is just setting boats 3 or more squares apart(depending on how many moves they have).
Lets say you have 10 such vessels lined up 3 squares apart.Load ship A and sail to ship B.Then activate units and resleep them,move boat to ship C.repeat.If the units have no moves left then simply clicking on them individually will do it.You can cover 30 squares and have units to move at the end of it.
Basically,there no limit to the amount of squares you can move units.The limits are the # of boats and the landmasses themselves.Round the world in 1 turn is possible.

SlowThinker is offline SlowThinker
King
homeless, Praha, Czech Republic
Jan 2000
time: 06:14
  Old Post 25-06-2001 00:30 Visit SlowThinker's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

I thought it is something more powerful...
(In long view, the amount of transported units is unchanged. 10 vessels will transport [ship capacity]*10 units every 20 moves)
Edit: typo

Last edited by SlowThinker on 25-06-2001 at 22:53

East Street Trader is offline East Street Trader
Prince
London, United Kingdom
Jun 2000
time: 05:14
  Old Post 25-06-2001 01:25
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

SlowThinker

Some cargoes can be transported at the pace of a single ship and nothing is lost. Some, however, demand priority attention. Gold, for example, must be delivered promptly or the market will be lost. You will want to give higher priority to getting routes to your SCC into place, or improving those routes, than you do to other cities. And a ship chain can often be got into place or manoevred to deliver to another trading partner at times when there are no, or few, caravans ready to be delivered.

And a ship chain can extend the useful life of triremes because while some of the route of the chain will lie offshore some will not. Subject to happiness considerations, your ancient triremes can continue happily shuttling back and forth in the chain right into modern times.

While you, and the earlier poster, are right, I think, to point out that simply loading up ships and sending them off is probably just as efficient in terms of unit sea miles covered, a ship chain offers opportunities to prioritise and to maximise efficiency in other ways.

Ribannah is offline Ribannah
Queen
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000
time: 06:14
Talking  Old Post 25-06-2001 01:41 Visit Ribannah's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton buy from Amazon

Also, the faster you deliver your caravans, the sooner your city will be able to produce new goods. In some cases you can simply continue to produce & deliver every single turn.
Such a chain is costly and time-consuming to set up though.
Instead, you can also make a chain with less than half the number of ships. Place your triremes 7 spaces apart. On turn 1, put cargo in trireme 1 and move it 3 squares. On turn 2, move it another 3 squares next to the second trireme and have the cargo brought over, then move trireme 2, etc. This is usually fast enough.

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:14
  Old Post 25-06-2001 05:47 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Suffering from ads?

Ship chains on a large map are powerful assets. With some distance to cover to a remote continent - the rewards can be easily enough to ensure a new tech per turn. As EST points out - grab that Gold whilst it's available - next turn it will change to Euros!

---------

SG(2)

Blaupanzer is offline Blaupanzer
Prince
Fairfax, VA
Oct 2000
time: 00:14
Thumbs up  Old Post 25-06-2001 21:53
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Avatar Enlargement: We've got the solution

Ship chains are the "railroads" of the ancient world. In modern times they serve as railroads over water. Like railroads, they can be interdicted. However, chained transports can deliver lots of units to a newly taken city without any risk of being sunk at sea, since they leave and land within your turn. Only the ships are at risk between turns.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:14.
Apolyton Time is 00:14.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0365 seconds (85.55% PHP - 14.45% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net