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rippk
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Montreal, Canada
Aug 2002 time: 00:26
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Here's a question for you all. I'm playing a PTW with one ohter human in turn-based mode. WE are in the 500AD, befoer the discovery of Astronomy, etc. Just galleys.
I have noticed some very odd trading situations.
1) I can only trade with Germans, which are on my continent - but NO roads connected and no harbors that I can see.
2) I cannot trade withSpain, who are also on my ocntinent and very close to me.
3) some turns I can trade with the English, also on same continent, but ehlla far away. I setup a trade, lasts a few turns at best, then just goes away. ????? Why would htis be happening? Either I can trade, or I can't! it's flipped back and forth about 5 times now and it's very irritating! I don't see any harbors for them either
4) German, can trade with EVERYONE, even though they don't have harbours, no one else does, and the aren't connected by roads, or land in some cases!
5) I cannot trade with Rome, even though we both have harbours and are connected by light blue sqaures, i.e. only 2 turns by galley.
6) Cannot trade with Carths, egypt, of aztecs either. But that makes sense because I'm not connencted to them at all.
I'm at peace with all, btw. And tech-wise all civs concerned are about the same (one tech difference maybe)
WTF is going on? As I understand it, civs must be connected by roads, or have harbours and be connected by the lightest blue squares. After the advent of astronomy, connected by medium blue should connect civs with harbors.
Anyone know hte exact conditions for being able to trade? Is it civilization based???
you're help would be appreciated, I need to trade to get horses and will need a host of knights PDQ!
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Catt
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California - SF Bay Area
May 2002 time: 21:26
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quote: Originally posted by rippk
That does clear up a few things. Germany did have the great lighthouse, so that is why they could trade with them.
I should not have been able to trade with Spain, they had no harbours.
And the Carths are ok too. I did have a harbour connected to them by coastal squares ... but, after checking, that city wasn't connected to my capital by land or coast.
Everything makes sense EXCEPT for the English. As I mentioned I flipped back and forth between able and not able to trade many many times. Each time I made a trade agreement, each time it just went away because I could not longer trade. I am playing as the Celts ... perhaps this has something to do with it? Tell me more of this cultural conversions thing please. I was at peace with them the whole time, as were the Germans. |
Trade networks are sometimes elusive and often very delicate. One thing to remember is that every civ enjoys the "use" of the trade network of all the other civs - except when at war. So, even if Spain has no harbors, it might be connected by road to a Carthaginian or Gemran city that has harbors (or an X city connected to an X city connected to an X city with a harbor, eg).
Was there sporadic warfare involving Germany and England (or any other countries, including yours, that make up part of the network)? While at peace, England (or you) could be "using" the trade network infrastructure of Germany or any other civ -- in the event of a war, the "use" of that network is interrupted -- basically, England would be deprived of the inter-connecting trade network of some intermediary civ if war were to break out - either involviong England, an intervening civ, or you!
Catt 
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rippk
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Montreal, Canada
Aug 2002 time: 00:26
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I was at peace with Gemany the whole time.
It ws 4-5 consecuative turns that this happened, I can't jsut be a result of ties being cut by war ... there wasn't that much war going on! lol
I won't worry about it anymore since it has passed. Definately not normal what ever was going on.
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heysewa
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St. Louis, MO
Feb 2002 time: 23:26
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Trade can be disrupted by barbarians on the trade route either roads or sea lanes. This can happen frequently in light blue sea lanes. To work for trade the harbors must be connected to the civilization's capitol.
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ToeTruck
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Portland, Maine
Aug 2001 time: 00:26
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Yes, there is a point in the game where Barb galleys (sometimes in droves) flit mindlessly along the coast looking for a place to land. I have seen the exact thing you just described happen many times.
You have to be careful here. Say you trade a tech for a luxury plus gpt, you could be screwed one or two turns into the agreement. Once the network is broken, the agreement is automatically ended.
Plus, if you have bonus resources like Fish and Whales in your coastal tiles, you will see the same type of fluctuation in your food, shield, and gold production as the Barbs move on and off the bonus tiles.
I've never noticed Barb warriors disrupting the trade network, but I have no reason to believe that isn't true as well.
- TT
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rippk
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Montreal, Canada
Aug 2002 time: 00:26
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I actually used those sparse turns in which I could trade to my advantage. I didn't have any horses ... and needed to get from the English. Once the trade went through, I immediately set my cities to build horsemen. Resources to build are apparently 'used' on the build order, not on completion.
So I was able to bild some horsemen .. but maybe not as many a I liked. Instead, had to make due with the more expensive Gallic Swordsman ... which are better attck and defence, but rather expensive to mass produce!
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ToeTruck
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Portland, Maine
Aug 2001 time: 00:26
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I've had to make do as well, but what I really found valuable was being on the other side of the trade. i.e. giving a luxury for gold (no per turn thing) and checking back in a couple of turns.
-TT
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ToeTruck
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Portland, Maine
Aug 2001 time: 00:26
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I believe units belonging to a Civ with which you are at war have the same effect.
- TT
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rippk
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Montreal, Canada
Aug 2002 time: 00:26
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info on a naval blockaid would be helpful to me as well.
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Catt
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California - SF Bay Area
May 2002 time: 21:26
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Naval blockades are very difficult. A big part of the difficulty stems from the flexibility of trading networks -- we all get to use other civ's infrastructure. Some examples.
If an enemy civ is isolated on its own landmass, a naval blockade requires placing units in every coastal tile to which every enemy coastal city with a harbor has access -- assuming three coastal tiles per harbor-city, even only 4 harbors would require 12 ships to blockade -- and they have to blockade for an entire turn -- if one of them is sunk, no blockade. What may be more feasible is when an isolated civ has only one coastal or sea lane for trade with a wider world -- in theory (I've never done this) blocking that lane with naval units would disrupt trade for the enemy (this seems the likely issue encountered by rippk -- barbarian galleys disrupting his fragile caostal trade routes from turn to turn).
When an enemy is not isolated, blockades become all but impossible. If enemy civ shares a landmass with neutral civ, there is no way for you to blockade neutral civs harbors -- blockades (i.e., cutting off trade through a tile) only works when at war. Even if you blockade all of enemy civ's harbors, it may still trade across the seas through neutral civ's harbors.
When airports come, forget it.
I've tried naval blockades from time to time -- but I've never found an instance when it wasn't easier and cheaper to build a force sufficient to isolate the enemy capitol through pillaging. There's always the trade embargo, also, although I don't like the inflexibility of the 20-turn length and rarely use them.
Catt 
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ToeTruck
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Portland, Maine
Aug 2001 time: 00:26
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There is often a delay between the time the trade network is disrupted (or roads on a strategic resource are pillaged) and unit production tapers off.
In the early game, Swordsmen can take 10-15 turns for the AI. Later, Knights and then Cavalry can take just as long. If you're playing at a difficulty level where the AI doesn't get production bonuses (Regent or under I think), it can take a long time for disruptions to the trade net to manifest as reduced production.
- TT
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rippk
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Montreal, Canada
Aug 2002 time: 00:26
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as I mentioned above, resources are allocated when production of a particular unit starts building. So if they have iron and start building swordsman ... even if you cut off iron supply, that particular city can finish it's swordsman as long as it doesn't swithc productions before completion. That's my experience at least.
luxury cotoff takes a complete run to take effect. so if you move your units t oblockade, I think you will have to wait until after the END of your NEXT turn to see effect.
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ToeTruck
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Portland, Maine
Aug 2001 time: 00:26
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Yes, I think that is correct rippk.
- TT
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