 |
|  |
 |
|
Elok
|
 |
Land of Ramen Dragons
Mar 2003 time: 00:29
|
|
I suppose I should come right out and admit it:
I am a BAD PLAYER. I can't play past Prince difficulty level. I love the game, I just suck at continuous warfare. Just a disclaimer in case what I'm about to say makes no sense to veterans.
Anyway, while playing the early phases of the game, before Adam Smith makes a library and a marketplace in every city practical, I often find myself with nothing to build in a city. It'll be too low in production to really contribute regularly to my wonder cities with caravans, too small in size or short on food to safely crank out settlers(or else in the middle of a fully developed area or on a crowded continent), and already supporting a large army. I usually default to a simple trick my brother came up with that he termed "the barracks game": build a barracks in the city, and sell it. Build another barracks, and sell it. Build another, sell it. And so on. At forty bucks a pop, it works like bastardized, low-level capitalization. I have never found a use for barracks, since I always fight for the Great Wall, which ensures a nice non-military period until I can get Leonardo's and start a musketeer rush with a cheap army of suddenly upgraded phalanxes. And past gunpowder they're too frigging expensive. So I use barracks as a crude scam device. My question is, is this wise? Is there anything better to do with a city that can't produce much without becoming a financial burden? What do the better players do?
|
|
|  |
 |
|  |
 |
|
Old n Slow
|
 |
Vienna, VA
Jun 2002 time: 00:29
|
|
Well, you’ve come to the right place -- although most of these folks would rather think of you as a “soon to be better player”.
Trade. Make the camels, put one or two on a boat & send over to another continent. Try to match the goods produced with the goods demanded for a bigger payoff -- the payoff reaps coins AND beakers for science. And the payoffs can be dramatic. For example, in a game that I was playing last night -- I’m in the early mid-game stage, have about 15 cities, 30 techs or so. Haven’t fought anybody yet, and next to my continent, is another civ. I dropped off two camels, both demanded -- one was copper, yielding 620 coins AND beakers, and the other was silk -- which netted 770! Instead of my normal 9 turns per advance with a 70% science rate in Republic, I got the next advance (Monotheism) in ONE turn.
Sooooo next turn, I took my 1000+ coins and spent most of them -- bought a warrior (50); no wait, changed that to a phalanx (another 25); no wait, make it a diplomat (another 25); nope that’s not it -- a settlers (another 25) -- No, I really want a camel (the final 25) -- welcome to the concept of incremental rush buying. More camels were rushed as well -- six to be cashed in for a Wonder (King Richard’s Crusade in this case) and the other four hit the road to go overseas -- gee I wonder why?
Yup -- make a few camels for fun and profit. 
|
|
|  |
 |
|  |
 |
|
Elephant
|
|
Phila PA
Aug 2002 time: 00:29
|
|
There is something we've been calling the "Solo Cycle": each city will re-examine its 3 demanded commodities at least every 16 turns (and with a caravan delivery or the building of a Wonder), with likelyhood that one or more will change. All the formulas to calculate which ones are favored are here:
http://apolyton.net/forums/showthre...&threadid=67754
The three with the highest demand get listed, but the "wildcard" has a chance of replacing one of the three. Read through the thread and notice the importance of terrain, location on the map, and techs. At the minimum, it is not too hard to figure out the "wildcard" commodities for each city. Solo has posted some maps that show relative locations. Once you know how it works, a little calculation and observation of changing demands, you will be able to predict how long you have until a key city will change demand, and possibly what the new demands will be.
|
|
|  |
 |
|
Wharf Rat
|
|
Trade also has an open ended, self growth factor... each delievery adds trade arrows based on the # of arrows in the sending/delivering city. You can 'grow' the trade value of certain ai cities, meaning that your own trade total will increase as will the delivery bonus for subsequent trades.
|
|
|  |
 |
|
rjmatsleepers
|
|
quote: Originally posted by Wharf Rat
Trade also has an open ended, self growth factor... each delievery adds trade arrows based on the # of arrows in the sending/delivering city. You can 'grow' the trade value of certain ai cities, meaning that your own trade total will increase as will the delivery bonus for subsequent trades. |
IIRC the trade value used in these calculations includes only those arrows from the terrain, not the additional arrows from trade routes, so you can only grow the trade value of an AI city by improving its terrain.
RJM at Sleepers
|
|
|  |
 |
|
La Fayette
|
|
albi, france
Oct 2000 time: 06:29
|
|
quote: Originally posted by Smash
There is an old civ proverb I think DaveV first used:
"When you can't think of anything to build,build some caravans.When you think you have enough,build some more."
|
I would say:
Give 200 shields to solo: he sure builds 4 camels.
Give 200 shields to DaveV: he sure builds 5 crusaders.
Dave, are you really the author ?
|
|
|  |
All times are GMT. The time now is 05:29. Apolyton Time is 00:29. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|