 |
|
Jack American
|
|
Road builder Virginia, USA
Aug 2000 time: 05:12
|
|
I like to trade once airport becomes available and send freight across the globe to small cities I've built near other civs. Do you believe that this is a late start? Are the benefits of trading at the beginning of a game better?
|
|
|  |
 |
|  |
 |
|
jpk
|
|
Minneapolis
Feb 1999 time: 05:12
|
|
Airports make it possible to have but one turn between completion of a freight unit and delivery on a distant continent. It is a good time to build lots of freight units and use the proceeds to build more airports and freight units.
In my opinion you should start building caravans much earlier. If you start delivering caravans to AI civilizations in the 1 AD to 1000 AD era you will see that a caravan can often yield more science than all your cities can produce in one turn. With a little luck you can get as much science as all your cities can produce in five or six turns. If you can, trade with AI civilizations that are Republics.
If you deliver lots of caravans you will have lots of money. That means you can afford to rush build stuff if you find yourself in a bind.
While the money is nice the big advantage is that the science bonus will give you a huge technological lead. If you get into a war you will lose far fewer units. Howitzers are rarely defeated by fortified pikemen.
Unless you can think of a really good reason to build something other than a caravan, build a caravan.
|
|
|  |
 |
|
Novi Nomad
|
|
Novi, MI, 48377
Jun 2000 time: 05:12
|
|
I usually find that by the time I've got airports, I've got enough of a lead on the AI that I don't really need to do much more trading. Usually by that point in the game, I've taken out most of the AIs cities and it is more hassle than it is worth to find a city that is looking for the freight you are trying to deliver. I've never really bothered with self-trade. It doesn't seem worthwhile to spend as many shields as a caravan costs for the relatively minor bonus you get. In the later stages of the game, I pretty much just use freight to rush build wonders.
|
|
|  |
 |
|
Ribannah
|
 |
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000 time: 06:12
|
|
A caravan costs 50 shields to build.
Therefore as a rule of thumb it is worth the effort if it brings you over 50 gold plus 50 beakers as bonus.
You need only weigh the delay in (rush-)building other things against future trade route income - which is, unfortunately, the most difficult aspect of the game ...
At present my strategy for newly founded cities is:
[1] build two settlers to found two more cities if there is room (minimum overlap), then a third to improve the land;
[2] build 3 trade routes to my SSC;
[3] build a library and a marketplace, in that order.
(The SSC will not build any caravans itself, it will build all my wonders and rush-build improvements in between. One city - typically with little room to grow - will start sending food caravans to my SSC when the SSC gets to size 13.)
There will generally be no more caravans later by the same city, except possibly to help build wonders (typically cities with 13, 17 or 25 shields).
Military units (to maintain order) and temples are built only when needed, the SSC is supposed to help out here with Mike's Chapel and the Oracle (much underestimated!).
This is still wide open to perfection and modification, but I'm getting closer to AD 1800 with my spaceship (Deity, 125x80). Mostly under Communism btw.
- Rib -
|
|
|  |
 |
|
phaedrus
|
|
Portland, Oregon
Aug 2000 time: 05:12
|
|
Ok, I've lurked here long enough. I've been Civving for years (between wifely demands to stop or leave), and I've been a regular reader here for many months. With OCC, I've become newly addicted and my eyes have been opened to the wonders of trade.
When trying to compete informally in the fortnight challenges, I find that I can't seem to reach the 2turn/tech level that others do. I attribute that to fewer Caravans/freights as I seem to be right up there in wonder building, rushbuying, etc.
My question is whether it is worthwhile to rushbuild caravans, and secondarily, how does one build so many commodity caravans. After 3 or 4, I'm usually stuck with food only and only use them for wonder building.
|
|
|  |
 |
|  |
 |
|
phaedrus
|
|
Portland, Oregon
Aug 2000 time: 05:12
|
|
Thank you for the welcome and welcome advice. I do wear out the F3 key in my OCC games and I try to keep science as high as possible all the time. I think where I get behind is in gifting techs to all. Don't get me wrong, I give away everything until they start asking for mobile warfare, advanced flight or robotics or something that can get me killed in 1 turn. In every game I've played however, take OCC#14 for example, there is always at least one AI that won't make peace unless I give them big bucks and I know they just plan on attacking next turn anyway. It's just give me money or give me war.
I noticed some of you got allied with all the AIs in that game and kept it that way. I still don't see how.
|
|
|  |
 |
|
Ribannah
|
 |
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000 time: 06:12
|
|
Well people, I just finished my first One City game.
My Goblins never formed an aliance or gave away tech, were at war with most tribes most of the time, didn't get Copernicus (the Zulus - all rivers - beat us to it, building it the same turn they got Astronomy), and had a mediocre starting position (only 3 specialties: 1 whale, 1 fish, 1 pheasant, mostly plains; no river; no nearby villages).
We landed on AC in 1979 just ahead of the Zulus who made their ship too large. We had all the tech, too, and plenty of spare food caravans left (never bothered to count them).
- Rib -
|
|
|  |
 |
|
The Mad Viking
|
 |
of the Great White North
Feb 2000 time: 05:12
|
|
I rarely use airports for trade. Am I doing things wrong? If I airlift a trade unit, it won't move or establish a trade route that turn. If I move by ship right into a port city, I can advance the freight and establish the route.
The airport thing is a real nuisance for one tile island cities. Island cities I do build airports on, but one tile islands can only be traded using transports.
Is this a bug? Is there a patch? I'm v2.42.
Also, can someone direct me to a description of Adam Smith's Infinite Trade "Cheat"?
Finally, I don't think your science bonus from caravans is wasted if you are nearly completed your beakers. Last night I completed about a dozen freights, with the hope of getting an advance mid-turn. Once the beakers got close to the end of the bar, they just stopped. Then next turn, a new size 1 city with 5 trade came up first (announcing harbour built) and poof, I had my advance. So like extra food and shields beyond the box, its just wasted.
|
|
|  |
 |
|
jpk
|
|
Minneapolis
Feb 1999 time: 05:12
|
|
Mad Viking:
If you are on a one continent world and you can connect all your cities with railroads airports are slower but less boring than railroads. On large multicontinent worlds airports are far superior to ships if you wish to move a freight units half way around the world.
With the Macintosh version a one island city requires a transport in the way you describe.
Excess flasks are wasted. Check your status before delivering a caravan or freight unit.
|
|
|  |
All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|