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Elephant
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Phila PA
Aug 2002 time: 00:30
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Here's the SAV:
http://apolyton.net/upload/files/Elephant/ma_a80.sav
There are two caravans next to LittleBighorn, a Dye and a Hides. LB demands Dye/Salt/Hides. Delivering either one of them pays around 204-208 gold and changes the demand to Silk/Salt/Gold. Delivering the second one immediately also pays 204-208 gold, even though it is not demanded anymore. Dye and Hides are both x2 for demand.
Why is the payout the same, even after the demand changes?
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Elephant
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Phila PA
Aug 2002 time: 00:30
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Just before first delivery: Dye/Salt/Hides
Between first and second: Silk/Salt/Gold
Doesnt matter which you deliver first, either...
(BTW: Lafayette, Smash and Old n Slow: this is from CFC's GOTM32, so consider it a "Spoiler"...)
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Elephant
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Phila PA
Aug 2002 time: 00:30
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Load it up for yourself and see; I've tried it on two machines, same result. Yes, both from same city, but not OCC; trying an EL start on lousy terrain. Berlin has no TRs yet, arrows around 30. LitBig is on different continent. Either caravan delivered first should get the x2 payout, but second should not.
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Chofritz
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Stockholm, sweden
Aug 2001 time: 06:30
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Let me guess, your science cost is 306! Am I right? A delivery never pays more than 2/3 of the science cost. Those caravans would be worth a lot more if you had a higher science cost. A good idea could be to trade a few techs with the AI.
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Chofritz
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Stockholm, sweden
Aug 2001 time: 06:30
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I made some calculations after looking at your save. Those caravans are worth somewhere between 400 and 500 gold (assuming Little Bighorn has a base trade of 10). I attached an excelfile I made that calculates trade payoffs.
Attachment: tradepayoffcalculator.txt
This has been downloaded 11 time(s).
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Elephant
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Phila PA
Aug 2002 time: 00:30
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Ah - the 2/3 science limit! I had not hit that so "early" before - forgotten it was there! These were the first two trades, but the destination was further than I usually go for the first ones. Thanks for reminding me, I thought I had screwed up my settings by creating some scenarios...
I hate trading for unnecessary techs, so I dont think I'm going to swap for WarCode or Horse just to get a bit more gold. I need to hold off gifting the KeyCiv when a trade is near, or at least move that down my ToDo list (I have Diplomacy at the beginning of the Move Stage, before movement and deliveries).
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Carolus Rex
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Sweden
Jan 1970 time: 06:30
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In games against the AI, I prefer BW (also gives a second row and is on the way to trade) or, sometimes, map making.
Carolus
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Wharf Rat
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I am curious about the 2/3 of science limit. Does that mean 2/3 of the total cost of current research or 2/3 of remaining cost?
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patrickwl
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sydney, australia
May 2001 time: 15:30
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Rah,
HR is not completely useless. However, I strongly agree with Chofritz that you should try to avoid acquiring it early in the game. In the early and mid game, all it does is add to ongoing research costs. Every unneccessary tech that you acquire adds, in every turn, to the cost of researching the next needed tech. Solo has explained this clearly in section 2.5.2 of his Early Landing Strategy Guide (threadid=82209 on this forum).
As Chofritz has said, a good stategy is to get the AI to get to Chivalry, and avoid some primitive techs like HR and WC in the early and mid game. Judicious tech gifting and use of Marco Polo helps here.
However, these primitive techs can be really useful, later in the game. Later in the game, it often become necessary to trade for a primitive tech you do not yet have, to change the order in which the game will present the choices of the next tech to be learned. Again, Solo has showed us the way here- in section 2.5.3 of his post (towards the end of the section) he shows just how effective these late trades for primitive techs can be.
In every one of my recent early landing games, I have saved myself the need to research a useless tech, and hence saved over a thousand invaluable beakers, by trading for one of the ancient techs that I've skipped in the first part of the game, to change the order the game presents the techs to you and enable you to proceed straight to the next vital tech.
It's really quite satisfying: "We note that your primitive society has not yet even discovered Horseback Riding. We desire the secret of Fusion Power! Will you trade???" Oh yes!
Hence, it is really valuable to skip techs like HR and WC, to give strategic researching choice late in the game when it really matters.
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Elephant
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Phila PA
Aug 2002 time: 00:30
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NEVER TRADE FUSION POWER!!!
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