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  • Preliminary Freight info

    We have 33 freight (again ) Only salt is undemanded atm so we have 12 demanded freights this time (see breakdowns below)

    I'm gonna have to try a few more calculations to see if anything else might get freed up, or see what sort of delivery bonuses we might get to various cities, but have a couple observations so far

    Leon looks like it could free up silk by delivering something (salt or gems). Avila demands gems, so could get a nice delivery for it (diff cont, 1 has superhighways) and would likely free up gold for delivery, though would lose a trade route from Rusicade. Leon would likely lose a +6 trade route to Cardiff - not much loss there

    Right now, there are 2 demanders of Oil, but only on the same island that all suppliers of Oil are on - based on a couple tests with Goto (am i allowed to do that?) I'm not sure any routes will give the railroad bonus, even with all cities being connected by railroad... Possibly a Cordoba-Valencia route since both direct routes are completely railroaded, although I couldn't get a food freight to go from Cordoba all 5 spaces to Valencia (kept getting hung up between the hills and wheat I used a food freight since we have more than enough to build CfC and still have some idle, and figured the island is railroaded enough that it wouldn't try and play hide and seek in an unroaded forest or hills out in left field... All tests with the food freight did at least stay on the railroad at all times


    Breakdown: 33 Freight
    Food (1+7+4+1+2+3+1)= 19 food
    Oil (1+1+2+1)= 5 Oil
    Cloth (1+1)= 2 Cloth
    Salt (1+1)= 2 Salt
    Wine (1) = 1 Wine
    Gold (1+1)=2 gold
    Silk (1) = 1 Silk
    Gems (1+1)= 2 Gems

    Breakdown by City, Type
    CAPITOL (Oil, Wine, Gold, Foodx6)
    Saragossa (Oil)
    Pamplona (Oil, Foodx5)
    Cordoba (Oil, Gold)
    Valencia (Cloth, Food)
    WhereItsAt town (Cloth, Foodx3)
    Leon (Salt, Gems, Foodx2)
    shady trees (Salt, Food)
    Cadiz (Silk)
    Panama Canal (Gems)
    Avila (Food)

    Breakdown by type and city
    Food 19 (CAPITOLx6, Pamplonax5, WhereItsAt townx3, Leonx2, Valencia, shady trees, Avila)
    Oil 4 (CAPITOL, Saragossa, Pamplona, Cordoba)
    Cloth (Valencia, WhereItsAt town)
    Salt (Leon, shady trees)
    Wine (CAPITOL)
    Gold (CAPITOL, Cordoba)
    Silk (Cadiz)
    Gems (Leon, Panama Canal)

    Physical Locations of freight:

    Capitol:
    1 food
    around Seville:
    10 (7 food, oil, cloth, salt)
    6 (4 food, oil, wine)
    1 food
    2 oil, gold
    Cordoba:
    1 oil
    Pamplona:
    2 food
    Obladi:
    6 (3 food, cloth, salt)
    Avila:
    3 (Food, silk, gems)
    Freeport:
    1 gems
    Ocean en route to Greater Naples Metro Area
    1 gold (Cordoba)



    I'll see what else I can come up with later
    Insert witty phrase here

  • #2
    after thinking on it, it probably was a bad decision to try and test for railroad bonus - only did 2 - and neither resulted in any loss in movement. However it could have (even if it was a unit not being used and could have gotten anywhere it needed 2 by next turn anyway), and that sets a bad precedent.

    No more Goto testing
    Insert witty phrase here

    Comment


    • #3
      Just a cautionary thought. I hope you aren't actually "playing the game" to determine these things. It's admittedly a gray area, but it is easy to go too far in that direction. We've tried to keep any explorations we've made in the game in the current year, and even that makes me a bit concerned.

      I'm just saying let's *all* be careful where we go with our Ministerial work .

      Civ2 Demo Game #1 City-Planner, President, Historian
      Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
      Civ2 Demo Game #3 President, Minister of War, President
      Civ2 Demo Game #4 Despot, City-Planner, Consul

      Comment


      • #4
        We've established a long time ago a policy of no playing ahead. Railroad adds a tough of grey, since you can move units around on the railroad and then put them back in the same place with no movement loss, effectively leaving the game unplayed.

        Until this turn, I hadn't even done that. In an effort to better utilize Samson's formulas for freight delivery, i started to test on the largely railroaded main island for optimal path (provides a bonus). After 2 attempts, and some thought, I decided that was a bad decision and therefore ceased and desisted.

        Now I'm back to using 'v' (view pieces on the view menu)and then the arrow keys if i need to check a path or a distance, thereby not touching any units
        Insert witty phrase here

        Comment


        • #5
          My philosophy is that you should be able to do your job without ever touching a single unit. Your various advisors should inform you with what you need. I think their is a utility to estimate caravan payoffs in the Civ2 strategy thread.
          Scouse Git (2) La Fayette Adam Smith Solomwi and Loinburger will not be forgotten.
          "Remember the night we broke the windows in this old house? This is what I wished for..."
          2015 APOLYTON FANTASY FOOTBALL CHAMPION!

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          • #6
            Originally posted by obiwan18
            My philosophy is that you should be able to do your job without ever touching a single unit. Your various advisors should inform you with what you need.
            And i plan not to touch any more units as per described above

            I think their is a utility to estimate caravan payoffs in the Civ2 strategy thread.
            there is, but it was made in MS Excel, and virtually all of the formulas seem to be incompatible with my version of MS Works... (which was something i complained in jest about elsewhere in this forum )

            Efforts to encode the formulas myself seem to fail when i try and generalize it for a matrix of cities, and i'm not quite sure which variables are the problem... It would be a bit easier in Excel as you can hide info on multiple sheets...
            Insert witty phrase here

            Comment


            • #7
              All that I do that could be called questionable is load up the save, turn science to 0, and fire any einsteins... that gives the base number of beakers per next tech.

              Hopefully that's permitted... it's a pretty standard procedure when trying to get exactly x number of turns per tech with no beaker wastage
              "I'm a guy - I take everything seriously except other people's emotions"

              "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
              "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

              Comment


              • #8
                That's what I meant guys, and I'm glad for your responses. As City-Planner, I move Workers around to see what happens, check on diferent completion turns for different structures, etc, but I do not cross that year line or move units out of the cities.

                Just wanted to make sure we were all on the same page.

                Civ2 Demo Game #1 City-Planner, President, Historian
                Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
                Civ2 Demo Game #3 President, Minister of War, President
                Civ2 Demo Game #4 Despot, City-Planner, Consul

                Comment


                • #9
                  STYOM-

                  I was wondering how you know the base beaker rate. On my own games, I find myself cheating to find the total number of beakers required for the next tech.

                  With your method, and then fiddling with the science rate and setting a few einsteins, you could fix the beakers required without ever touching the cheat menu!

                  Scouse Git (2) La Fayette Adam Smith Solomwi and Loinburger will not be forgotten.
                  "Remember the night we broke the windows in this old house? This is what I wished for..."
                  2015 APOLYTON FANTASY FOOTBALL CHAMPION!

                  Comment


                  • #10
                    Originally posted by obiwan18
                    STYOM-

                    I was wondering how you know the base beaker rate. On my own games, I find myself cheating to find the total number of beakers required for the next tech.

                    With your method, and then fiddling with the science rate and setting a few einsteins, you could fix the beakers required without ever touching the cheat menu!

                    maybe I don't want to know this, but it seems to me that using the cheat menu would be a whole lot more complicated than just setting total # of beakers produced to 0?

                    Just don't forget to scan F5 to make sure there aren't any cities with 'phantom' science... For some reason (probably dealing with floating point arithmatic), sometimes cities will produce extra beakers dispite 0% science and no einsteins - and they aren't always the large ones either
                    Insert witty phrase here

                    Comment


                    • #11
                      Originally posted by SCG

                      Just don't forget to scan F5 to make sure there aren't any cities with 'phantom' science... For some reason (probably dealing with floating point arithmatic), sometimes cities will produce extra beakers dispite 0% science and no einsteins - and they aren't always the large ones either
                      I think if there was a phantom science thing happening, the beakers per tech number would look so radically different from what I was expecting that I'd notice

                      I mean, 1 extra beaker would cut the turns/tech in half if we were running at 0 science/0 einsteins...
                      "I'm a guy - I take everything seriously except other people's emotions"

                      "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                      "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                      Comment


                      • #12
                        Originally posted by Six Thousand Year Old Man
                        turn science to 0, and fire any einsteins... that gives the base number of beakers per next tech.
                        Good tip! (OK I know it's obvious when you think about it, but I didn't spot it.)

                        Is there a way of telling exactly how many beakers you already have?

                        RJM at Sleepers
                        Fill me with the old familiar juice

                        Comment


                        • #13
                          Originally posted by rjmatsleepers


                          Good tip! (OK I know it's obvious when you think about it, but I didn't spot it.)

                          Is there a way of telling exactly how many beakers you already have?
                          I don't think so, unfortunately.

                          When your first city is also the SSC, there is one advantage - that city will often be the one that provides the beakers to get you to a new tech. Since any excess beakers don't carry over to the next tech, the next turn will start with 0 beakers in the box. From there, you can calculate how many you need, and keep tabs on Freight delivery, etc... so you can get to the next tech without any wastage.

                          The downside to your first city being the SSC is that often a lot of beakers can be wasted that way - because they don't carry over to the next tech. Having your 5th city as the SSC, say, means that if the SSC gives you a new tech, the first 4 cities will add their beaker production to the next tech... giving you a bit of a head start.

                          In terms of calculating how many beakers you have in the box... various people have tried to figure out a way to do that, and I don't recall any real successes. Estimation, or utilties like cool ruler, seem the only solution.
                          "I'm a guy - I take everything seriously except other people's emotions"

                          "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                          "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                          Comment


                          • #14
                            Originally posted by Six Thousand Year Old Man

                            The downside to your first city being the SSC is that often a lot of beakers can be wasted that way - because they don't carry over to the next tech.
                            That was why I was hoping there was some way of working out the number of beakers already accumulated.

                            In the early landing comparison game, I was micromanaging to get extra corn or shields rather than wasted beakers. That was fine while I could count the number of beakers on the science advisors screen. But pretty quickly they all blur together.

                            BTW I presume that all cities are processed before normal game play starts. So if you have one or more big freight deliveries available and the beaker box is nearly complete, it's worth waiting a turn for delivery in order not to waste them. Is that right ?

                            RJM at Sleepers
                            Fill me with the old familiar juice

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                            • #15
                              rjmatsleepers:

                              Yep, that is the right way to go, assuming no changes in the demanded commodities.

                              As for accumulated beakers, all you really need is the beakers to the next tech.

                              Your trade advisor will give you the beakers per turn produced by your empire.

                              Fiddle with the tax rates until you get 1 tech per turn.

                              Drop the science rate 10% to get the marginal 2 techs per turn.

                              Hire some einsteins until you cross the threshold to one tech per turn.

                              Check your trade advisor, and this should give you the number of beakers needed for the size of the box, within a few beakers.

                              You'll then be able to ballpark the number of beakers accumulated by looking at the length, and estimating. Granted, this is not precise, but it's an educated guess.
                              Scouse Git (2) La Fayette Adam Smith Solomwi and Loinburger will not be forgotten.
                              "Remember the night we broke the windows in this old house? This is what I wished for..."
                              2015 APOLYTON FANTASY FOOTBALL CHAMPION!

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