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 > AC-General/Help/Strategy-Archive > Convoying resources between cities using crawlers - do you ever do it?
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
Misotu is offline Misotu
Emperor
Leamington Spa, England
Dec 1999
time: 05:13
Post  Old Post 25-10-2000 07:27
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Convoying resources between cities using crawlers - do you ever do it? Support Apolyton, buy Civilization: The Boardgame

I'm intrigued by this - I experimented with it once, just to find out what happened. As far as I could see, if you send a supply crawler into another city and tell it to convoy resources, it will transfer just *1* energy, nutrient or mineral from the supply crawler's home base to the target city.

Baffled.

Did I do something wrong? Is there an option to transfer more than 1 unit of resource using a single crawler? If there were, I could see the point. But if not, why would you ever do it? There must be a reason for including this capability but it has me stumped. So does anyone out there ever do this? When and why is it useful?

Ogie Oglethorpe is offline Ogie Oglethorpe
King
Marietta, GA
Dec 1999
time: 05:13
Post  Old Post 25-10-2000 07:58
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Got spare money?

Mis,

Yep thats all it does. 1 measly resource point woohoo/big deal right.

Maybe but maybe not.

Now why would you want to transport 1 resource point. The alternative is to simply harvest the appropriate resource and bring in goodly quantities of nut,min, or energy using that same crawler rather than simply shifting resources from one base to another. But suppose just for a second your tight spaced in base spacing (i.e your land is at a premium) furthermore you've t-formed all your squares to forest. If you start using crawlers to harvest you essentially waste 2/3 of the potential resources the land yields you. Acouple of bases with hybrid farms should have extra nuts around to share with a nutrient challenged or base w/o tree farms/hybrids.

One nice side benny is that the crawlers are internalized in a base and thereby not as easily picked off by marauders.

I find there is almost always something better to do tho' then building crawlers for transport purpose. I tend to favor advanced t-formed options that lend themselves to a greater concentration of one single resource making it ideally suited for crawler harvest and hence less wastage and less crawlers required.

mark13 is offline mark13
King
Northampton, England
Sep 2000
time: 05:13
Post  Old Post 25-10-2000 15:35
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton buy from Amazon

I think it was meant to be the sole original crawler function, to transport convoys from one base to another. Then they realised that it would be really cool if you could bring them in from outside. That's what I think anyway...

But yeah, it is, pretty much, an obsolete function, I find it is much easier to build a crawler in the city that is short and bring in whatever is needed from the land. It is often more productive, also. Unless, as OO pointed out, the proximity of enemy invaders is more precarious than usual, in which case it is probably better to ship them in from another base. But this is only to be used in extreme circumstances, IMO.

VoodooChild is offline VoodooChild
Warlord
Atlanta, Ga. USA
Aug 2000
time: 05:13
Thumbs down  Old Post 26-10-2000 09:22
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Thanks for checking on this for me... I should get my new puter today!!

I'm going to have to look at the efficiency formulas again, but I had planned on using my excess crawlers to move energy from my out lying bases or my punishment sphere base to my capital to eliminate waste, but this new info may change my thinking somewhat.

Mayby I will have to go with an armored crawler version to use in the field and go with more of a specialist population since I plan to live under a Free Market.

Purple is offline Purple
Prince
Austin, TX, US
Apr 1999
time: 23:13
  Old Post 25-10-2000 23:36 Visit Purple's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Suffering from ads?

Don't forget the multipliers.

For example, crawling one energy from a so-so base to your Best Energy Base (it has energy improvements and SPs), it yields more energy and research than it would at the source base. If that same base is your Best Research Base, the yield is even greater.

mark13 is offline mark13
King
Northampton, England
Sep 2000
time: 05:13
Post  Old Post 26-10-2000 02:18
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Avatar Enlargement: We've got the solution

Purple:

Your method would yield some gain, but would it not be even more resourceful to build a crawler, change the home base, and go off and get energy from elsewhere? You would get more than 1 energy his way, and you would still keep the energy at the 'so-so' base the crawler originally came from....

Misotu is offline Misotu
Emperor
Leamington Spa, England
Dec 1999
time: 05:13
Post  Old Post 26-10-2000 07:28
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Lose 30 kilos (of popups)

Thanks for the replies. Interesting. I was sure I was doing something wrong...

Ogie, I can see what you're saying. You're right if you look at it from the point of view of maxing out the potential gain of every single square. I can *almost* envisage a situation where I might use this but then, being practical, I never have to date and I'm not sure I ever would. After all, by the time you can build crawlers so quickly and cheaply that it would be worth it you're usually into orbital space. In which case, shuffling stuff between bases is never the issue - orbital improvements dwarf the difference you could make this way.

Actually, I tell a lie. I *have* used it, just once. In an MP game when I had moved a crawler to my super-science base to rush-build the ToE. I couldn't upgrade it that turn, because it had moved, so I convoyed one more energy into the science base just for the hell of it, because of the lab multipliers I had there. I got quite excited, because when I clicked on my base *the crawler did not appear*! Ah hah! I thought. A way of hiding the fact that you have a couple of protected crawlers, safely in the base, ready to build an SP and nobody knows (not even me unless I'm careful _grin_)

But that must've been a bug, because when I checked next turn I could see it and so, I guess, could everyone else ...

I think it would have been quite fun if they'd made a crawler able to convoy up to 3 or 4 of something between bases. Now *that* might actually be worth considering in terms of a super-science base, under unusual circumstances ...
[This message has been edited by Misotu (edited October 25, 2000).]

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:13.
Apolyton Time is 00:13.
    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 0.0401 seconds (86.61% PHP - 13.39% 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