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Scouse Gits

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Liverpool, United Kingdom
Nov 1999 time: 05:12
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ADC - incremental rush buying for units can be done in sets of ten shields at 25 gold per set. i.e. to 'buy' a caravan, select warrior, buy for 50g (see note), select phalanx, buy for 25g, select archer/diplomat, buy for 25g, select legion/trireme, buy for 25g, select caravan, buy for 25g - 150g total
note - if you let one shield be built ordinarily so that you don not start with an empty box the first warrior costs < 25g.
Now - of course you can't do this once you have advanced to the point of having musketeers as you cheapest unit - the trick now becomes to initially select barracks, buy, change to musk and move on up - yes! even with the 50% switch penalty you do better buying a barracks first - please try it! (I learnt this one from Xin myself!)
Just for completeness, the bit at a time approach only works for units. However, if you must start with an empty box buy the barracks (warrior) first just to get some shields in the box then switch to the item you desire.
George trade if you do not use caravans for trade (as well) you are missing out in a big way - the extra trade from a trade route improves happiness and increases your science production - the initial gold bonus is matched by a (hidden) beaker bonus that can transform your science performance beyond recognition - do give it a try - you will truly be amazed.
Enjoy 
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____________
Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
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poppawoppa
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Chico, CA USA
Jan 1970 time: 21:12
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Dino I think that if the AI sends your city a caravan, and supplies something that your city demands, in return, the AI also selects one of your commodities to set up a "return trip" trade route. In other words, the trade route goes both ways, they bring you coal, and take your oil back to the originating city. They get trade arrows, and your city now also gets trade arrows. You get the per turn trade arrows, but not the gold bonus or the beaker science bonus, since it was not your caravan. I could be wrong, but I think that's the way it goes. Keep on civin'. 
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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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How about this one? For an extremely long time, in this game I'm presently playing (against the AI), I had one city both supplying and demanding oil.
Just to be on the safe side, I never chose oil, but I imagine that this could conceivably have led to a trade route between this city and itself.
Anybody ever seen anything like that, and does anybody know why it happens?
Jim W
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KenThur
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North San Francisco Bay, California Republic
May 1999 time: 05:12
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OK, can't resist adding my tidbits...for what they're worth:
A>> camel uses; lots of good points made above (except that wasteful build, move, disband=dumb, sorry, but it is).
a1> Trade IS wonderful & IS 1 of most important aspects of this game of BUILDING empires.
a2> Another good use while waiting their turn to throw themselves into a wonder (or anytime for that matter) is as "LP's" (Listening Posts to U non-vets). Place them at key points of possible enemy approach in sleep mode, ie; mountain passes, coastal squares at entrance to bays, etc. If an enemy passes by, U R alerted to them & perhaps will still be able to see what it is at end of his turn. 
They don't cause or help unhappiness + don't cost anything to maintain = can leave'm there as long as U want.
Also they are "immune" to being bribed & used against U (i mean face it, what's going to do? Bribe your caravan@great cost & attack U with a trade route?) 
a3> Don't always use / make'm FOOD caravans. I'v found that if U have wisely selected a city's commodities for your initial trading routes & used up the valuable 1's (gold, gems, silver, etc). Then end up with only cheapies or worse yet, only supply choice left is no longer demanded by anyone (salt, hides, beads). Select THAT useless commodity instead of FOOD & use it for the above purposes. Your city (tho not necessarily immediately) will get a new, valuable commodity (coal, urainum) to use for a very lucrative future trade route! \
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B>> This never-ending, movement-by-"ship" complaining... PLEASE grasp the game fact that "ships" are a CONCEPT, NOT actual, individual vessels. As pointed out elsewhere in the gripe about "it takes forever for a ship to cross an ocean"(the polar opposite of the complaint herein), this the only way the designers could reasonable & effectively provide for ocean transporting of units. Think about.
B1> Is there any ship that has ever existed that could transport 2 complete divisions, corps, armies (whatever size U want to assign to a Civ unit)?
Naval units = a FLEET of vessels going back & forth during a given time frame to move entire units; but how could U show that on a grand strategy scale... dozens of little icons surrying back & forth while everyone is taking their turns?
b2> If U can grasp that, then the "unrealistic" "cheat" of "chaining" ships fades away. It simply represents as best it can in this game, the building & applying FLEETS of vessels to the task of rapidly moving large #'s of units / caravans. Ala; the convoys of WWII, the Spanish armada, movements of all large forces or supplies across water throughout history.
b3> It's like so many other things in this GRAND STRATEGY game... the units are CONCEPTUAL representations of what is / can take place. In general, whether it is caravans or ships, the more time & resources U spend, it only stands to reason... the faster the job gets done.
Make sense? Now play on... 
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"Hm-m-m, doubt me you will?"
[This message has been edited by KenThur (edited April 23, 2000).]
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The Mad Monk
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of Ice Cream
Mar 2000 time: 23:12
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How's this for a bug?
After reading this thread, I decided to try out the food caravans (I'd only used them for wonders before). The carevans worked as advertised, until I decided the time came to get rid of the food routes.
When I tried establishing a third trade route, it would displace one of the earlier two--the food route wouldn't budge. I checked the manual, which assured me that if a city ran out of food, the route would cancel automatically. So, I took all the workers off food producing squares, and let the stores drain to zero (I have democracy blessed with perpetual WLT*Ds, so I wasn't worried).
The first two cities worked as advertised. The next one started disbanding engineers instead ; I re-supported the engineers to other cities, and tried again--The route died this time. Every other city with a food route (five, all to my Capital/Science City) has defied all efforts to dislodge the route. They lose population instead! 
I now produce nothing but trade caravans from those cities...but have given up on 'starving them out'. 
Anybody seen anything similar?
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Richard Bruns
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NC, USA
Nov 1999 time: 06:12
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I ran into a different bug with food routes. I was using the initial food caravan bonus to grow a SSC in Monarchy, and didn't really care about the continuing routes. So I was making trade routes from cities that had zero food surplus. I figured that the hunger would eventually cancel the food routes, leaving the real trade routes open.
The humger emptied the food box and I got the "famine feared" message but then nothing happened! The food box was empty, the food routes were still there and the population never fell. Despite the 1 hunger, the food route was never cancelled and the population never fell. This was very odd.
I have MGE 1.3
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