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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:15
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"…between Wash[1] and NY[1], not even a road connection."
quote:
WTF.... 
Grumble, you must be kidding me, I thought that for those traderoutes it was enough to have your entire city-radius RR-ed...computerlogic 
those RR are for swift polutioncleaning and the Go-to command... |
I agree with rah that so late in the game you don't want to mess with micromanaging every city connection, but earlier in the game when intraciv trade was much more important (and money much more a concern) you lost out on significant income and trade. That has cumulative effects.
Of course once the route is laid in properly you continue to reap that benefit, double the value of trade routes on the same continent within 22 tiles. Er, how many intracontinent trade routes do you think you have now? And if 2/3rds of them have no rail benefit, and 1/3 have no road benefit that would mean a 25% loss of trade route revenue.
Now that the caravan payoff has turned to crap it probably would be worth your effort to try. For open terrain (no bodies of water to interrupt GoTo route) there is a fairly simple pattern which can be memorized. See the "Great Library" link to find the thread with the "map" in it.
To find the route that the computer checks you'd have to go back to a pre-rail save (or laboriously remove rails) and GoTo with Exps or Parts. Obviously it takes a bit of cheating. If I'm doing more than just one or two quick checks it takes too long, so you might as well edit rules.txt to give the Exp/Part more movement. I just add a "1" in front to make "11" moves.)
I have gone to the effort of creating a cheat map with rails removed in the areas t be tested, cheating Engrs and building cities on sites as new cities are founded in the game, etc.
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shade
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of bribery.
May 2001 time: 06:15
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quote: Originally posted by rah
The first part I could see maybe. But since the drop off is to a max 201, the impact is coming from something else, Something that doesn't vary. And the residual that you mention would vary as you went up in techs.
RAH |
Ok I have attached a zip containing 2 saves(1982 and 1983,the 1982 sav is somewhere at the beginning of the turn)
I think I have 2 1/2 options
option 1: the sum of the trade-arrows, sciencebeakers and gold must stay under 2^16(=65536)
in 1982 this sum is 65347 and in 1983 it's 66K
option 2 just forgot to check it and civ isn't on this computer) sciencebeakercost goes over 2^14(16384)...I'm pretty sure it's over this in 1983 just don't know by hard how much it was in 1982.But on the other hand: 14bit???, 15 and 16bit are used(colors)
option 1/2: the sciencebeakers must be <2^15(32768)
(but I had this overflow before)
this in combo with the fact that this is only checked once every X turns(Odoe years?...but 1983 isn't one,neither is 1982 I thought)...changing (cheating a big city into the game) during the turn doesn't change it.
I don't think it's an overflow of the caravanrevenue, because all the big ones are reduced to a value
200->210(I've seen 201,204,207...wich are in these cases the sum of the the cities trade-arrows)
Neither the sum of science,trade and lux give any "special" value(both times something in 22K)
here's the zip...have fun
Shade
Attachment: recatt.zip
This has been downloaded 0 time(s).
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:15
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I found the thread: Interesting observations on the effects of roads on trade
Just above the bottom Quantus Satis has two posts. The second has the map of unobstructed recognized routes. The post before the map notes the values that trade routes can have in certain circumstances. Of note, domestic cities with Superhighways and rail connection can't have certain values.
quote: Rail: 0,1,2,3,5,6,7,8,10,11,12,13,15,16,17,18,20...43
(4, 9, 14, 19...39 are missing) |
Looking at your home territory, obviously Philadelphia's route with Chicago (+14) does not have rail bonus.
Since your cities all have Airports you can't tell whether they have valid road connections, since the Airport supersedes road connection (but not rail).
Nonetheless, when I look at your continent I can tell you that cities on opposite sides of the gap in the middle (see below) probably did not have road bonuses before Airport. Some other time I'll do some cheating and check.
I'm sure most of those trade routes were in effect before 1AD so for a hundred or more turns before you got Airports you lost out on quite a bit of trade.
Attachment: americamid.jpg
This has been downloaded 41 time(s).
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:15
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Every continent seems to have these large gaps where road and rail connections are lost, but obviously your homeland is where one would expect to see the most careful attention.
See the gap in roads on the coast west of Atlanta? That kind of gap also has potential to kill the road bonus, had there been a route between Atlanta and St Louis.
In the Mad 2.42 Succession game I calculated 150-200 trade lost per turn just among the 20ish cities in Scouser homelands averaging 2 routes to the SSC. I think that was probably an underestimate.
So for your case, having well developed cities on both ends increases the effect, and then having double and double again etc the number of cities as your empire grew before rails (when values drop by 33%)… Ouch!
Last edited by Straybow on 15-06-2002 at 01:35
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DrFell
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Railroads don't increase trade at all.
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