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Trade is *not* essential!

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  • #31
    quote:

    <font size=1>Originally posted by jpk on 08-17-2000 12:24 PM</font>
    If you don't want your caravans to wake up why not fortify them?


    I can do that? Duhhhh! I'll have to give that a try when I get home. Thanks, jpk.

    ------------------
    Frodo lives!

    Better dead than "Red"... or green... or blue... or yellow... or orange... or purple... or white.

    [This message has been edited by kcbob (edited August 17, 2000).]
    Frodo lives!

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    • #32
      DaveV I agree with you fully you do NOT need trade (Caravans or otherwise [techs/maps] to win.
      I know for a fact you do not need to trade in these situations:

      Chieftan-Despotism
      Chieftan-Monarchy
      Chieftan-Communism
      Chieftan-Fundamentalism

      Warlord-Despotism
      Warlord-Monarchy
      Warlord-Communism
      Warlord-Fundamentalism

      Prince-Despotism
      Prince-Monarchy
      Prince-Communism
      Prince-Fundamentalism
      -->Visit CGN!
      -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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      • #33
        This is as good a place as any for this comment.

        I sometimes use caravans for pseudo-defensive purposes. Late in the game (OCC, BTW), when I've stockpiled a lot of caravans, I'll sometimes place them on my city squares to prevent the AI from plopping down there and thus robbing me of the production from said square.

        I just wish that once you put them to "sleep" they would stay that way and not wake up every time the AI pokes them in the ribs.

        ------------------
        Frodo lives!

        Better dead than "Red"... or green... or blue... or yellow... or orange... or purple... or white.
        Frodo lives!

        Comment


        • #34
          If you don't want your caravans to wake up why not fortify them?
          If you can not think of a good reason to build something other than a caravan, build a caravan!

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          • #35
            DaveV:

            It does take time to set up trade routes and it certainly is harder to do so if you share a continent with the Mongols and the Greeks and are just across a strait from the Russians and the Vikings.

            The talk about trade is a description of a way to play. If you happen to find yourself all alone on a reasonably large continent, it is an effective, easy to implement strategy. Not every game fits into this description. Perhaps we should spend some time talking about what to do when surrounded by vile enemies.
            If you can not think of a good reason to build something other than a caravan, build a caravan!

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            • #36
              Before I came to Apolyton I hardly ever used caravans. I won on deity without ever building caravans except for wonders. The only trade routes I had were the ones the AI established with my cities.

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              • #37
                The beaker bonus from caravans means that in a game with two players of equal skill, the one who builds no caravans should lose most of the time.

                Another interesting MP thing is the alliances between warlike civs and science civs...one makes caravans and gives tech, the other builds war type things.
                "Wait a minute..this isn''t FAUX dive, it's just a DIVE!"
                "...Mangy dog staggering about, looking vainly for a place to die."
                "sauna stories? There are no 'sauna stories'.. I mean.. sauna is sauna. You do by the laws of sauna." -P.

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                • #38
                  If you prefer to play without trading, try the fantasy game in ToT:
                  - the stygians cannot build caravans at all; no temptation there.
                  - the buteo cannot trade much if most of their cities are in the sky (caravans can't fly).

                  - toby


                  ------------------
                  toby robison
                  criticalpaths@mindspring.com
                  toby robison
                  criticalpaths@mindspring.com

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