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  • City demands....

    I'm sure there was a thread on this but I'm damned if I can find it...anyhow, has anybody figured out what causes demands to change?
    I used to think certain advances caused this but now I'm thinking that a certain # of techs causes it.Something like comodities change every 7 techs.I guess I could look in the text but being a computer moron might interfere with this.

    I'm getting tired of sailing my caravan laden ships,gleefully anticipating all the gold and beakers I'm going to get,only to have my returns slashed because demands have all changed and now they are wanted on the other side of the world
    The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu

  • #2
    Smash:
    Changing demands is a problem, especially when you have long ocean voyages. The "Repeated Commodity Trade Strategy" thread has some information about changing commodities. Maybe we should ask Mark to put this into the Strategy Archive. I have been doing a little fooling around with this recently. I am not sure, but it looks like the commodities change when the AI civ's era changes. I think this is when they get the first tech in the ancient, renaissance, industrial, modern era. Marco Polo should help keep you up on this. I think you can tell when your era changes by the changing appearance of the people in your city screens. eg., the people who suddenly start wearing three cornered hats, or the people whoo suddenly appear with blond hair and sun glasses. If anybody else has ideas or observations I would sure be interested in hearing them, because it takes lots of time to test these theories or experiment with this issue.

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    • #3
      Hmmm..era eh?.Yes that seems plausible.I will start paying closer attention in future games.That would make 3 or 4 changes(can't think).I seem to remember cities that demand certain things right until I'm ready to deliver,then a mysterious change.Would it be in the rules txt in a manner that non computer geeks could understand?
      The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu

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      • #4
        Believe me, I covered every inch of the rules.txt looking for some hint on this, but didnt find any. Still, I wonder if commodities change more frequently than I suggested. Could there be another factor too?

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        • #5
          Yes, population growth effects commodity. That's why I trade among my own cities. If I find a good match I don't grow the target city till the deal is over.

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          • #6
            I'm fairly certain it's era. In some games when I'm far ahead my commodities like oil and uranium are useless because the ai is stuck in the renaissance age. I think when they go to modern their demands change and I can actually trade oil and uranium. Same with hides (they don't want hides when they are in the modern era)

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            • #7
              I would agree with era, but size is there too, perhaps location as well?
              I find small outposts up north will almost always demand hides, but when you progress I suppose it would change to cloth or wool.(Ren., Indus. Rev.)

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              • #8
                I like the answer tech, though it gets fuzzy when one considers Automobile is both a tech and era. I assumed that when a tech gets nuclear fission, they may demand uranium.

                Looking forward to the answer.

                Aurelius.
                Do Androids dream of Electric Sheep? [--Inspiration of Blade Runner]

                "> > Sarchasm: The gulf between the author of sarcastic wit and the reader who
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                • #9
                  There are something you can't control, but there are something that you can control. If a city has already built up three trade routes to one or two remote, big cities, then you can pretty much control the availability (not the type) of its commodities.

                  If the city demands say Gold, and you want that demend to last after each trading for a period of time, you can do it. Just remember the host city of the caravan/Freight should not be superior than the existing route's partner cities. This way the trade routes were not updated thus the demand of the city will remain the same.

                  If the city supplies say Gold, and you want that supply to last for a period of time, you can do it as well. Change the partner cities' workers to specialists to lower the value of the established trade routes, then trade with the city from a selected city to update the trade routes, the city may be able to supply Gold again.

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                  • #10
                    uhhh, ummm, of course I already knew that one, too...


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                    • #11
                      Has anyone experienced a city that demands and supplies the same product?
                      This has got to be an error right?

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                      • #12
                        Yeah, I get a lot of that. Could be an error, or it could be a reflection of real life. Centres that produce certain goods also consume those goods.

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                        finbar
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                        • #13
                          Since the ongoing trade bonus is not changed by distance, why can I not send a caravan from A to A - particularly if it both supplies and demands the product?
                          Am I missing something?

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                          • #14
                            SG,

                            Because when you try to move the caravan back into city A, you will not be given the option of establishing a trade route. You can contribute to a wonder in city A, though.

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