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City demands its own goods ( :confused: )

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  • City demands its own goods ( :confused: )

    In my current game, I've been going through the usual deal with Oil as supplied by many, demanded by none. Once I began researching Automobile, demand appeared in 3 of my cities -- Albany, Philly, and Balt. Fine.

    Next turn, I completed a caravan in Albany and noticed that it could also supply Oil.

    1. Is this unusual? I've never noticed it before.

    2. Can this situation be exploited?

    In case it matters, the city location is (1,2,7)...
    Apolyton's Grim Reaper 2008, 2010 & 2011
    RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

  • #2
    I have had this occur with other commodities - and failed to exploit it (not saying it can't be done - but I tried and failed) - I see Oil so rarely I haven't noticed it happening to Oil

    SG[1]
    "Our words are backed by empty wine bottles! - SG(2)
    "One of our Scouse Gits is missing." - -Jrabbit

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    • #3
      I'd go so far as to say this happens often, with many commodities. I'm doubtful about the value of exploiting it, since distance between cities is one of the multipliers that goes into the calculation of delivery bonus. If the distance is zero, the multiplier is (0+10), and that's pretty low. And if the producing city demands it, there's usually some other city that demands it too.

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      • #4
        It happens sometimes, for different goods.
        I share others opinions about exploiting : doubt but may only favor cross exchanges.
        JCP
        Paris, FRANCE

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        • #5
          I'm thinking that, for a city located on the North-South "0" meridian, you might be able to exit eastbound, circle and re-enter the city from its west (oher) side, and have maximum distance.

          Seems like I saw RAH mention something of the sort in some long-ago thread. Ring a bell with anyone?
          Apolyton's Grim Reaper 2008, 2010 & 2011
          RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

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          • #6
            No, that doesn't work. First off, while a city may supply and demand the same commodity, it will not accept its own caravan or freight. A city cannot establish a trade route with itself, doesn't matter where you build it or what you name it.

            Secondly, the algorithm which calculates distance for caravan bonuses knows all about the "0" line. Two cities on opposite sides of the line will be recognized as only two squares apart.

            The maximum East-West distance between two cities is half the greatest horizontal coordinate, for example: on a medium map, this value is 50. On the North-South axis, however, it is the full extent of the map. The farthest distance possible on a ROUND map is between two points located on opposite poles (North/South) which are 180 degrees from each other on the East-West axis. On a medium map, this distance would be 71 CDUs (Civ Distance Units, which are not the same as movement units, by the way).

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            • #7
              Originally posted by samson
              No, that doesn't work. First off, while a city may supply and demand the same commodity, it will not accept its own caravan or freight. A city cannot establish a trade route with itself, doesn't matter where you build it or what you name it.
              I'm not sure, but I think I read somewhere on Poly that if you establish a trade link with a None caravan, then the city will get a trade route with itself!

              As I didn't try it, and am not even sure I read it, I wonder whether that's correct or not??
              Ankh-Morpork, we have an orangutan...
              Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
              POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
              LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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              • #8
                Originally posted by Cyrion


                I'm not sure, but I think I read somewhere on Poly that if you establish a trade link with a None caravan, then the city will get a trade route with itself!
                You can check this feature with the events created caravans at the Red Front scen.

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                • #9
                  Or bribe a caravan closer to a foreign city than to one of yours, I know, I'm just being lazy...
                  Ankh-Morpork, we have an orangutan...
                  Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                  POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                  LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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                  • #10
                    The only way to exploit it is to move it to a another city (on the preferred path connected by road/rail) and rehome it and bring it back. If you take it too far, the demand will probably have changed again before you can return it, unless you have rails and some serious ship chaining going.
                    It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                    RIP Tony Bogey & Baron O

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                    • #11
                      I'm not sure, but I think I read somewhere on Poly that if you establish a trade link with a None caravan, then the city will get a trade route with itself!
                      Hey! I just tried this and it works. A NONE caravan actually establishes two trade routes with itself, one as the source and one as the destination. The routes suffer the same-civ penalty, of course, and cannot get the road/railroad 2X modifier, but it does benefit from both an airport (50%) and superhighways (50%). This nets out to make it equal to an unimproved route to a foreign city of the same size.

                      The delivery bonus is quite small due to the distance between the "cities" being zero.

                      Very interesting. I love it when I'm wrong about something, it's a chance to learn. Thanks, Cyrion.

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                      • #12
                        Thanks, everyone, for once again showing me how little I know.
                        Apolyton's Grim Reaper 2008, 2010 & 2011
                        RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

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                        • #13
                          You're welcome Samson !

                          I'm feeling quite proud right now : I was able to provide an unknown info to one of the living legend of Poly...

                          And I'm glad you were able to verify it too, so I won't need to!
                          Ankh-Morpork, we have an orangutan...
                          Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                          POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                          LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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                          • #14
                            after so long there are still things we don't know about the game...
                            I'm 49% Apathetic, 23% Indifferent, 46% Redundant, 26% Repetative and 45% Mathetically Deficient.

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                            • #15
                              Another great samson catch - must try it!! It makes bribing foreign caravans a potentially valuable activity...

                              SG[1]
                              "Our words are backed by empty wine bottles! - SG(2)
                              "One of our Scouse Gits is missing." - -Jrabbit

                              Comment

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