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solo
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Lowell, MA USA
Jan 2001 time: 05:25
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I would go with the smaller demanding city, unless you can get the road bonus.
Also much depends on the commodity, since demand bonuses differ considerably.
A good general rule to go by is to pick the city that provides more benefits that MULTIPLY base payments.
Of course, the best and exact answer can be found in Samson's thread detailing commodity payments.
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Elephant
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Phila PA
Aug 2002 time: 00:25
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AI seems to go for Food first, then Shields. I've seen AI mine a hill where a nearby hill was Wine, which would have given Trade in addition to Shields. Apparently the other hill was closer. Never got around to the Wine later, either. In Despotism AI will Irrigate & Road Plains, seems to wait for Monarchy before starting on the Grass. In Republic AI will Irrigate Desert and turn Forest into Plains.
Regarding AH's question, the Different Continent Bonus is x2, and the Demanded Commodity Bonus for Cloth is x5/2. I would take a look at the terrain around each city and try to figure out whether the bigger city has more than 5 times as much Trade Arrows as the littler. Then I'd ask myself if I was going to try to RD/RR to the bigger city on the same continent sometime to boost the ongoing Trade Route.
AH, can you capture and post an image of the two cities in question?
Last edited by Elephant on 11-02-2003 at 02:34
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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:25
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Yes, it can be tricky, but I have done it quite a few times. Two factors are important.
1. By sea or land. By sea sometimes you don't see it coming so your reaction time is quite limited. By land it's easier.
2. Order of turn. If the person moves right before you, you have plenty of time to take the workers off, but if he waits to move them in till the end of his turn, you usually don't have the time to switch them back.
If the person moves right after you, he can deliver the carvans first in his turn and you don't have time to take the workers off. (unless you do it before you end your turn which we consider a no no because it slows your turn down)
So yes it can be tricky, but if done right, you can really really limit the bonus they get.
And then there's my favorite, you see the ships heading in to unload. You frantically start pulling workers off (or moving them from trade to production/food) You give a sigh of relieve that you finish sabotaging your trade before the caravan delivers, but lo and behold, vet crusaders start unloading from the ship and pound the city into submission. Oooooooops, And maybe he was a unit or two short to take the city but in your panic to sabotage the trade you forgot to buy up a defensive or offensive unit. The turn ends, and your turn starts, and the stick you're holding is considerably short.
RAH
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