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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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quote: Originally posted by El Civ
My Civ II MGE was received today
I now have a manual (my Classic came in jewel case only) and have been reading it. I am curious as to something. From my understanding, the following all bring about greater trade profits:
1. Trade with another civ, rather than within your own
2. The distance travelled for the trade to occur (especially when on different continents)
3. The larger the recipient city the greater the profit |
Yes to all, except for #3, it isn't city size, it's trade arrows for both cities. Also, direct road and rail connection is a factor, along with the commodity demanded. Oil and Uranium, for example, pay off better than Hides, all other factors being equal.
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If those conditions are correct, is there a way of calculating a general profit margin based upon said conditions?
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Yes and no... many people have proposed formulae for trade bonus and ongoing trade, but I don't think there is 100% agreement on accuracy.
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Will I always receive more profit for a commodity that is demanded, even if the demanding city is size 3 and a nearby city that does not demand the commodity is a size 12?
I assume that as a general rule you trade where a commodity is demanded, but I wonder if it is beneficial to trade with a larger city (that doesn't demand the commodity) if it is substantially greater in size than the target city. |
I'm not sure ... but I'm sure someone else here knows Almost certainly it's better to trade a non demanded commodity with a large foreign city then to send the same commodity to a tiny city of your own. I'm not sure where to draw the line here, though.
edit: Try the GL for formulae. Having Superhighways and Airports in one or both cities will also mean more bonus, and more ongoing trade, IIRC.
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Bloody Monk

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austin, tx
May 2001 time: 23:21
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quote: Originally posted by El Civ
I am not depressed Monk. I am a bit frustrated with myself for being below the curve here but am trying to learn quickly so I can keep up. Lord knows I'll need it when the game reaches the modern era
I wanted to play succession games so I could learn more about this game. Of course, that creates the obvious problem of me delaying the progress of the game as I learn what I am doing. |
This is my virgin voyage as well; but I've grandstanded many. One thing that is cool about this format is that as each player takes the helm, it's a whole new world for him. A special situation problem to solve. He has to figure out what's going on with every city, unit, and strategy; design a plan; and carry it out. In a fundamental way it doesn't matter what anyone before has done. What he sees is all there is...a problem looking for a solution. So if the player before, or earlier, left a bit on the table--so to speak--it just makes a more interesting problem...and it will still be great fun. Okay??
Looking at your log and save, most of your "problems" came from faulty assumptions based on imperfect knowledge of the game's rules...martial law, demanding tribute while in Republic, for instance...and that is easily fixed. Just test your unstated assumptions and ask questions if you are unsure. I always make mistakes--probably everyone does--and I try to remember and learn. One thing I am sure of, a person only truely learns by doing. So, we're learning; we make mistakes; there's no crying in baseball.
You had very big challenges during your turn. I think you did pretty well with the Egyptian Incursion Incident. Defending an out-on-a-limb-with-ass-hanging-out city right beside an enemy civ is never easy. That probably will not be our last chapter in the "Incident", I think. And as has been stated, Barbs happen...especially as our underlying strategy-to trade defense for science and WOW's-makes our weakly defended cities vulnerable. This kind of "stuff" happens no matter who the player is.
There was, I think, an on going discussion here while you were playing that might have informed some of your decisions. Or it might have just confused things. I kept an eye/ear open here, while I was playing, in case a useful suggestion was offered.
Please do not take offense at the tendency of the Monk to make sermon in public.
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Julius Brenzaida
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Currently cleaning the 9000 rooms of Sticky Mouse's Palace
Aug 2000 time: 05:21
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A danger of micromanaging and using too much of the game tricks is that it can fall back on you. Someone gifted techs to the indians to speed up research a little bit. In my opinion it is very unwise because with trading we’ll get techs (almost) as fast as we want. Why help the others ? It’s only good, I think, for OCC and its very particular strategies.
Another clever trick that I am about to fall into is the None Units factory. Mouseport that has been captured by barbarians is 3 squares away from our capital Sticky Mouse, the only city we can’t afford to lose with all the wonders inside. By putting a diplo around the hills, I am waiting for barbs to come out and bribe them. They’re very cheap to buy and as they are caught at closest from their city, they’re None units, which mean they don’t cost us shields. It has been Archers barbarians who captured the city and I am guessing only archers will come out. Horsemen could mean trouble. But with Leo, we could have free riflemen defending many cities. It is so useful that I take the gamble. It might backfire very badly, although the risks of losing Sticky Mouse are low. But then, no cities might be far enough to exile me !!!
A little easy and not dangerous trick is polar cap exploring. Barbs don’t survive there, if they appear from a hut, so you can open all of them safely, getting much gold in the process. That’s why a build explorers on Not Another. But maybe it’s just a waste of shield, but I like that one ...
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Messer Niccolò
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of the Sarzaneers
Oct 2001 time: 06:21
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quote: Originally posted by Julius Brenzaida
A little easy and not dangerous trick is polar cap exploring. Barbs don’t survive there, if they appear from a hut, so you can open all of them safely, getting much gold in the process. That’s why a build explorers on Not Another. But maybe it’s just a waste of shield, but I like that one ... |
... our little Amundsen will do the Circle in search of treasury! Definitely ot a waste of shields ...
Note on Number of cities:
maybe I'm missing something, it happens often , but I don't see why we have to stop to 8 cities in Rep, when we can do the WLTPD, with a larger number... we are full of Happy Gardens, Happy Mike, and happy some other thing...
I agree, it more "micromanaging-time" consuming... but it's worth! 
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Julius Brenzaida
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Currently cleaning the 9000 rooms of Sticky Mouse's Palace
Aug 2000 time: 05:21
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1120ad. A few gentle remarks about litte subtilities that I pretend to understand. We rushbuild a few caravans, as we have some money to spend, we should get back more from our investement very soon. STWA production is still in its very early stage in one city, so it is stopped. The SGs well explained it’s better to build caravans, and I am not convinced by the usefulness of this wonder in this game anyway. Trireme are “sentried” near their port. As they might cause unhappiness (if they’re the not the 1st unit out of their home city) they’re either better inside or carrying caravans to other continents. A diplo must be defending Sticky Mouse, he is rushbuild. Otherwise the empire is in a very fine health,.
1140 ad. Barbarian horsemen kill fortified pikemen in Erehwon. Heroic defense of a warrior to save the city. But as I don’t see many use for cities on this “big lost island”, I decide to let it become a huge None Units factory. As we must stay in republic, none units could be quite a factor. Besides, I like to see those red points on the map ! And it could be a great vacation area for “unsatisfactory” rulers with all the red horsemen that shall soon be patrolling there. Archers captured for 61 gold near Sticky Mouse.
1160 ad. We discover chemistry. Welcoming Arms founded to improve the factory capacity of the “Red Continent”.
1180 ad. Babylonian Wall founded.
1200 ad. Welcoming Arms captured by Barbarians.
1220 ad. We expel a Babylonian Diplomat, dangerously close to China Ferry. And we kill Egyptian Crusaders near EoE (Eye on Egypt that is).
1240 ad. We discover Invention.
1260 ad. We build Isaac Newton (maybe I should have used caravan of commodities to hasten all that because I notice now that the wonder city hasn’t an university yet !).
1280 ad. We lose EoE to the Egyptians, they take navigation. I am afraid we will have to decide soon if we want Magellan or Leo. I vote for Leo. University rushbuild in Sticky Mouse.
1300 ad. None horsemen bribed for 41.
1320 ad. We discover Magnetism.
1360 ad. We build Leonard’s Workshop. Red Haven founded on a 3 specials spot. This city should incite barbs to come our way.
1380 ad. We discover Gunpowder. Red Whale founded.
1400 ad. 3 caravans in Dehli for more than 400 gold. A good moment to retire as I eat the very 1st fruit of my oceanic trading company.
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El Civ
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Ohio, USA
Jul 2002 time: 00:21
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quote: STWA production is still in its very early stage in one city, so it is stopped. The SGs well explained it’s better to build caravans, and I am not convinced by the usefulness of this wonder in this game anyway. |
Julius, for the record I began that wonder because it came along with Newton's and I felt that if my successor wished it to be ours he could send a fleet of caravans to make it so. I have often times had two cities build wonders in my games, one being the primary science city and the other one of my next most productive ones. However, I have not worked my way up to deity level yet (still playing on king) so I'm not arguing here, only explaining.
quote: Trireme are “sentried” near their port. As they might cause unhappiness (if they’re the not the 1st unit out of their home city) they’re either better inside or carrying caravans to other continents. A diplo must be defending Sticky Mouse, he is rushbuild. |
Another of my traits. I sleep triremes outside of a city so I don't forget them. Especially as the the number of cities grows, I tend to forget where my boats are unless I can see them (I'm a forgetful person). I was not aware that unhappiness could result from that so thanks for the tip. I panicked over the loss of Mousegate and rushed a crusader to the fore. Had I attacked the city would have disappeared (size 1), and so it's a good thing my turn ended when it did. It was probably beneficial to have him near the capital anyway, for protection, but my head was elsewhere when I built him. Good move on getting a dip to the capital.
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La Fayette
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albi, france
Oct 2000 time: 06:21
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The newly appointed consul looks at Mouse Port and laughs . Then he sends a mighty crusader to the city and gives it back OUR flag. But he also sends 2 diplomats from Sticky Mouse to the southern island where the barb factories are.
The consul asks the scientists. They tell him 'yes, Steam is to be discovered very soon'.
The consul takes a deep breath and decides not to build ironclads. All witnesses can see the tears in his eyes, but he stands up and tells them: 'honourable members of the Senate, instead of waging war against the evil Egyptians who are so faraway from us, we shall try to increase our tech lead, which means growing Sticky Mouse to size 20+ and trading like hell'.
1420: Dye to Bangalore = 216g.
Steam Engine discovered, Explosives researched
1440: Coal to IdesofMarch = 62g; Silk to Bombay = 456g ; Salt to Bombay = 122g
1460: Explosives discovered, Railroad researched (yes, I know, no good for HG, but RR is the key to modern times, so ... sooner or later; probably a bit soon this time)
MAGELLAN completed in StickyMouse. We can now build a nice shipchain with 4 galions between our coast, east of SM, and Bombay (Republic, size 8)
1480: Silver to StickyM = 164g
1500: Dye to StickyM = 25g
1510: Silk to Bombay = 122g
Copper to CPalace = 29g
1520: RR cancels HG; Metallurgy researched.
Caravans to Bombay: Cloth = 72g; Gems = 72g; Dye = 82g; Beads = 95g; Gold = 136g.
Wool to SM = 36g.
Our dip bribes 2 barb legions in a row, compelled to kill 2 more barb legions + leader stacked. In the meantime, the other dips stationed on the southern island go on buying the production of the barb 'Kombinat', about 1 horseman = 41g every other turn on the average.
1540: Metallurgy discovered; Industrialisation researched.
1550: Caravans to Bombay: Wool = 160g; Dye = 87g; Dye = 71g; Coal = 82g.
StickyMouse is now size 20+, and our rate of research is now close to 1 tech/2 turns (combining shipchain to Bombay and growing StickyMouse).
The consul decides to retire and dream about the beauty of the ironclads he has not built.
Attachment: st_a1550.zip
This has been downloaded 3 time(s).
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Julius Brenzaida
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Currently cleaning the 9000 rooms of Sticky Mouse's Palace
Aug 2000 time: 05:21
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El Civ, as I said, the empire was in prime shape when I was chosen by the senate to lead the nation.
Bloody Monk, you're right about Mouseport. It was better to recapture it at once. The Gits have given some good arguments, too. But I wanted those none archers. Too bad I didn't get many of them. But there was no barbarian danger, I was controlling the situation well
Everybody, yes I know, my "red plan" was weird. But I thought it was funny to try to build this giant unit factory, kind of like giving birth to a new nation. Of course that some resource could have been used with more efficiency, but it was fun and I enjoyed it. And oh yes, we're well ahead of everybody else 
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Bloody Monk

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austin, tx
May 2001 time: 23:21
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quote: Originally posted by Messer Niccolò
I'm too lazy to go and see who's next (probably is Mr. Niccolò... lazy boy).
Tonight I don't have time to play. Tomorrow will be better but, shuold nayone want to swap my position I won't be ranting (at least, too much!).
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Yes, you are up, then the Monk, then STYOM.
I can play in about six hours, but would prefer some info first. The question is when or if we should build aquaducts in other cities. What are the trade-offs...not building a camel, happiness problems with growth, or bigger, more powerful core cities?? Other thoughts??
I like the trade empire we are building!!
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