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sirsnuggles
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Seattle
Jun 2003 time: 21:28
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Your discussion regarding the perils of shipchains illuminates my disagreement with SG concerning science improvements.
In an impromptu study several weeks ago (when SG first criticized my tactics), I determined that it takes 8-12 turns of normal science production from improvements to equal the journey of a caravan.
Now, when one considers how long it takes to build a caravan (or the cost if one rush builds), the effective rate of 8-12 turns decreases.
When you consider the cost and time involved in producing the necessary transports and escorts, coupled with the numerous turns of waiting for complete shipchains, that 8-12 turn ratio is dropped even more. It can, in fact, be more reliable to build library's and University's and live off of three high established trade routes (in each city), than to simply build caravan after caravan.
I think the point that SG misses, is that a city with 3 trade routes, with a library, and with a university can very nearly produce the same amount of trade per turn (without all of the risks involved).
Besides, if all of one's cities are toggled for the continual production of caravans in order to gain scientific advance, and thereby neglects science improvements, that civilization is hence reduced to complete and perpetual subservience to the caravan trading system, and must neglect all other game avenues.
A powerful advantage to not having to rely upon the caravan-only-strategy, is that one can utilize their cities for producing happy improvements, settlers, and military units. And thus conquer the world without worrying about not producing enough caravans to maintain the scientific advantage.
Yet, if one builds library's early (when caravans are really quite ineffectual), then sends out caravans, and then adds university's when they are discovered, any complete and total reliance upon the caravan trading system is abolished. Now, certainly, after one has done this, one may continue to produce the occasional caravan in order to supplement scientific advance. The point, however, is that one is not reduced to complete subservience to the caravan strategy. I would point out that, utilizing both strategies (caravans and library's) in tandem, would in fact, be the most effective route to take, giving one much more flexibility.
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sirsnuggles
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Seattle
Jun 2003 time: 21:28
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You dismiss (and misunderstand) my point too readily.
When I mention the peril of ships at sea, I do not mean that one should not trade (or send ambulances), I simply refer to the peril of relying so completely upon such a risky strategem, that is, a complete dependence upon the continual ferrying of caravans for science and gold. The disruption of shipping (as England well came to understand, and as also applies to civ2, during the initial stages of WW2), especially if this disruption is catastrophic, can lead to the complete cessation of scientific and economic growth-if indeed the entirety of these growths come from caravans.
Now, if ambulances were invariably navigated by intoxicated coachmen, than perhaps we might do well to outlaw ambulances. In my opinion, relying completely upon the insecurity of ferried caravans constitutes complete folly.
One must possess the backup, that is the unremitting science and gold output that "white goods" ensure when the Vikings (or some such villain) destroys an entire ship chain; or when caravan production must be abandoned in lieu of military units necessary for the preservation of the empire. The idea succintly: when one relies completely upon the ceaseless production of carvans, no other development may occur either militarily or infrastructure.
Such thinking does not constituted puerility, but abstraction
My point, goodfellow(ess) SG, is that one should always establish three trade routes in each city complete with libraries and universities. When one possesses such stable institutions, if one wishes to risk further caravan shipments the reward may well be beneficial, yet even if these shipments meet with disaster, scientific and economic growth will continue without disruption or collapse.
quote: Yes I do miss this point as they increase science NOT trade. The only city improvement that increases trade is Superhighways. |
Trade=science and/or gold; or trade arrows. Used interchangeably throughout both my posts, and Civ2's official handbooks.
To be technical, Superhighways increase 'trade arrows' from the production screen (not trade routes, although the increase in trade arrows directly lead to a subsequent increase in trade routes). This 'trade' that is increased, benefits the three tiered monstrosity of science, gold, and luxuries.
To say that libraries increase trade is informally still correct, since libraries do increase a certain aspect of trade, namely science.
I fully understand the complexities of trade, trade routes, trade arrows, science, luxuries, gold, etc.
I hope this constitutes a robust constructive defense.
PS. I am not attacking the concept of shipchains, indeed, they are quite useful, I simply wish to point out the temerity of these endeavors. That ship chains cannot always be maintained, that disruptions occur, and that costly production must be spent defending these ship chains.
When these disruptions occur, science progression must continue, and it will continue best where libraries and universities exist.
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La Fayette
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albi, france
Oct 2000 time: 06:28
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sirsnuggles,
There is a very easy way to know for sure whether a strategy is performing: play it and win .
Here is my proposal: you play any of the Early Landing Comparison Games designed by solo and then come back here and tell us what you achieved.
Last edited by La Fayette on 02-08-2003 at 23:02
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:28
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Here's my take on the Caravans vs. Improvements debate:
Caravans are more efficient, but also more work. Examples:
A) You could spend a turn to contribute 1 shield towards a wonder and rushbuy it and great expense. Easy, but expensive. Or, you could incrementally buy the caravans needed to build it, and drive them all to the intended home for the wonder and deliver them all in the same turn. Much cheaper, I'm sure, but much more work.
B) By building a Library and University, you only need to pay a little attention to the city as they're being built, and you get 'automatic' science every turn from that city. Using the same number of shields, you could build several Caravans and get a large lump sum of science and cash with each delivery (plus a small increase in ongoing trade). Of course, the delivery requires a trade infrastructure (boats, roads, RR) and takes more work, as well.
Now, if you're really disciplined, you'll go for Caravans almost all the time, in all but your largest cities. However, sometimes it's just easier to build a market, library or other improvement - particularly if the city already has a lot of trade, or doesn't have desirable supply commodities, or will celebrate with a little increase in base luxuries that's generated by a marketplace, for example.
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:28
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While we’re waiting for the Gits report, I’ll throw my 1.5 cents into the camel/infrastructure debate. I don’t know enough to make it the full 2 cents, but:
Why not both?
The advertisers play with our minds (candy mint/breath mint; tastes great/less filling -- to try to get us to absorb two messages. I’m just now coming into full appreciation for he power that camels can bring to a civ -- the questions remaining for me are those of balancing the ‘when’ to expand further, the ‘when’ to shift to military activity and the ‘when’ to set in place (and expand) the boat chain to distant markets.
With a reasonable boat chain, reasonable supply of camels (implying a reasonable number of cities) I’ve been able to mostly get a tech a turn during the mid game. At this time my non SSC cities are flirting with size 8 or so, some camels are distracted by wonder building (Mike’s, Leo’s, Magellan, Isaac), so there’s serious opportunity coat in making settlers for additional cities. Similarly, I have a hard time justifying additional infrastructure when -- lots of cash is coming in & I’m getting a tech a turn (with some exceptions due mainly to mismanagement of boat resources.) Building libraries won’t gain techs faster unless I can build enough to get TWO techs a turn -- which means a LOT of libraries (in a lot of cities, which I usually don’t have either.)
Once Mike’s is in place, I figure that size 8 cities are easy to maintain with only a temple, so even a market is optional -- the $1-2K per turn from camels pays for the bulk of the ongoing expenses. Thus markets come into play as primarily the next step for size 12 cities, but this often requires some irrigation -- which means settler time, which means fewer or later additional cities.
Once the camels start to dry up & I have multiple routes for my major cities, I’ll start to shift some of the economic activity to building infrastructure -- again keeping in mind that slots open up calling for another camel…
So medium story short -- if one has enough cities to garner a tech a turn with infrastructure, then one can have two techs a turn with trade & infrastructure (and yes I remember a post where on player was getting four or five techs per turn -- very late game I figure), so infrastructure has significant value. but I think that mid game -- camels need to be put on the road & crammed into foreign markets.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:28
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1867: Benjamin Franklin rediscovers electricity , allowing me to complete the turns involved.
It seems we have a well developed shipchain towards the Indians - who, as always, have a lot of large cities in a representative government. The Zulus, on the other hand, have smaller cities. Thus, we will trade with the Indians and conquer the Zulus. And anyone else we can reach (Spanish?). 
Oil>Saragossa 26 g , Wine>Hlobane 154 g, Oil>Ulundi 106 g, Goldx2>Ulundi 124 g, 130 g, Gems>Bangalore 840g, Silk>Bangalore 188 g, Beads>Bangalore 840 g, Gold>Lahore 1574 g Looks like the Injians are the better trade partner, all right.
Umtata bribed for 670 g, with 76 in return. Zunguin bribed for 1010 g, 67 in return. Amatikulu bribed for 1067 g, 51 in return.
Staunch allies, the Chinese and Zulus swap a bunch of sciences, for all the good it'll do them.
1868: Atomic Theory discovered; researching Flight.
Gold>Lahore 966 g, Salt>Bangalore 522 g, Cloth>Bangalore 378 g, Hides>Bangalore 987 g.
Astrakhan captured, 166 g, Novgorod captured, 91 g, Kiev bribed for 1004 g.
Intombe revolts for 1192 g, 82 back. Umfolozi revolts for 1172 g, 72 back. Isipezi revolts for 920 g, 52 back.
Valladolid destroyed. Spanish defenders of Corboba (I saw a Knight and a Pikeman) successfully hold off the attacks of an Armor and 2 Cavalry. Without walls. The Roadlessan army salutes you, gutsy Spaniards!
Tatung revolts for 2290 g, 170 back.
Zulus hold a revolution.
1869: Flight discovered; researching Radio. I can't wait to build Airports in every 2-bit backwater town we have, and scrap the hordes of Transports that currently serve them (major shipchains will remain, of course).
Gold>Lahore, 1212 g, Gold>Delhi 614 g, Gems>Bangalore 439 g, Wine>Bangalore 1405 g 
Ulundi captured, 97 g plunder. Bapedi revolts for 543 g, 72 plunder. Mpondo revolts for 976 g, 65 plunder. Hlobane revolts, 670 g, 52 plunder.
We accept the proffered peace 'treaty' from the Zulus and after some gifts, they helpfully tell us where their last 2 cities are 
Macao revolts, 2870 g, 118 back.
Tblisi revolts, 640 g, 113 back.
Zulus form Fundamentalism.
Spanish develop Monarchy 
1870: Radio discovered; researching Advanced Flight.
Hidesx3>Bangalore 664, 664, 348 g, Coal>Bangalore 494 g,
Zulus withdraw when asked 
Pamplona revolts, 880 g, 77 back.
Indians learn Machine Tools. French learn Sanitation.
1871: Wool>Karachi 142 g, Gold>Delhi 722 g, Gems>Bangalore 466 g.
Demand for tribute directed at Zulus results in war 
Sevastopol revolts for 672 g, 118 g back.
Ibabanago revolts for 528 g, 191 back.
1872: Advanced Flight discovered; researching... Combined Arms.
Hides>Bangalore 658 g, Salt>Bangalore 500 g, Silver>Lahore 834 g, Gold>Delhi 702 g, Wine>Bangalore 702 g.
Cordoba captured; Spanish government flees to Toledo, 13 g plundered.
Naples revolts for 140 g, 50 g plunder, Zulu civilization destroyed.
As per my own rule (stop playing when a Civ is eliminated), my turns end here.
I didn't want to knock off the French with their one remaining city - too easy. But we should be able to quickly roll over most of the other AIs with equal ease. The Russians and Spanish are very low tech, the Indians are fairly advanced but we have a lot of units in place there (for now, they are more valuable as a trading destination). Only the Chinese seem to be a (semi-) challenge - they are remote, and fairly evolved.
There is a shipchain in place between Leicester and Calcutta. It's fairly long, and to simplify it, the 'outgoing' ships are mostly on 'sleep'. One row going out and another, staggered row returning. I decided to build Airports in our isolated cities rather than try to coordinate shipchains to them. Also, there is a lot of Freight to deliver near Delhi. We should learn Combined Arms next turn. We have tons of cash.
Last edited by Six Thousand Year Old Man on 18-08-2003 at 08:22
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