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  • #16
    One additional thing to point out. If you play on a large multicontinent world, try to get cities on different continents. Aggresive use of hut flipping explorers or capture of AI cities will provide enough. The reason is that radio enabled airports allow you to race through the final advances.

    In OCC one avoids flight because it ruins the Colossus. If you are not restricting yourself to one city. Getting to radio as fast as possible and then rush building airports and flying freight units between your cities yields a tremendous amount of cash and science bonus. Once you get this up and running you should be able to get an advance on most turns.

    Once you start researching radio start building factories or some other costly improvement. Each continent should have at least one city building factory. The home continent should have several such cities at various locations around the continent. Once you actually discover radio change the factories to airports and purchase any remaining shields. At the same time change production at nearby cities to freight units and purchase enough shields so that freight units will be completed on the next turn.

    When doing this it helps to write down the name of each city that will have an airport together with the products demanded. Try to match the products produced with the products demanded, preferably the source and sink cities will we half way around the world.

    After you deliver the freight units plow the money into building more airports and more freight units. Repeat until you get to Future Tech 1.
    If you can not think of a good reason to build something other than a caravan, build a caravan!

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    • #17
      The arrows from trade routes have no direct effect on the pay-off/continuing route value
      A quick countup shows existing route arrows are included in the overall trade arrow number, which affects the value of the next route. Usually very minor but a positive gain.

      One point on food caravans - they occupy one of the 3 routes, so should be used with caution - to boost the SSC quickly but not to save a badly sited city from starvation.

      Anyway, thanks for the tips - I've just had my first $1K+ trade, uranium flown in from abroad to SSC

      I can't get the Samson formula to work on that trade -

      Source - 32 WGA, airport, rr - +8 arrows
      Destination - 76 WGA, airport, rr, superhighways - +11 arrows

      By Samson, Route value = (32+76+4)/8 = 14 x modifiers

      Taking +100% for rr, -50% for same civ, +50% for S/H I can't juggle the 14 into 8 & 11.
      Last edited by cpemma; July 30, 2001, 17:48.

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      • #18
        Originally posted by cpemma
        I can't get the Samson formula to work on that trade -

        Source - 32 WGA, airport, rr - +8 arrows
        Destination - 76 WGA, airport, rr, superhighways - +11 arrows

        By Samson, Route value = (32+76+4)/8 = 14 x modifiers

        Taking +100% for rr, -50% for same civ, +50% for S/H I can't juggle the 14 into 8 & 11.
        You can't get the railroad bonus for cities on different landmasses. It appears that you aren't getting the airport bonus though. I never get that either so maybe its just another bug. The modifiers come in before taking the integer part but I'm not sure exactly which bit is modified ie. I don't expect that they would change the 4/8 term since that would appear to be there to give the effect of rounding to the nearest integer (which the int function can't do by itself).
        "One day your life is going to flash before your eyes, make sure it is worth watching."

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        • #19
          Originally posted by cpemma
          A quick countup shows existing route arrows are included in the overall trade arrow number, which affects the value of the next route. Usually very minor but a positive gain.
          I disagree. Is trade route income included in the numbers you reported? That may be the reason why the forumula doesn't work. Can you report the numbers excluding trade income?

          One point on food caravans - they occupy one of the 3 routes, so should be used with caution - to boost the SSC quickly but not to save a badly sited city from starvation.
          In a recent game, I used food caravans to grow my SSC. The food caravans came from two cities that already had 3 arrow-generating routes established. Although the SSC gained two extra wheat sheaves and each of the supplying cities lost one, none of the cities lost any commodity trade routes (the food trade was invisible )

          I agree that once a food route appears as one of your three routes, it seems to be impossible to replace it with an arrow-generating route.

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          • #20
            Davey - I note your point on not sending food until 3 paying routes have been established, that is valuable info.

            On the question of samson's formula, I've checked quite a few and can't get any sense.

            eg, Uranium flown from A to B, same civ, different continent - 907 Gold payment ( )

            A - before, 60 arrows inc 17 Trade arrows - RR only (flown out from a nearby a/p) - New Route 6 arrows
            B - before, 88 arrows inc 30 Trade Arrows - Airport, RR, SH - New Route 9 arrows

            (43+58 +4)/8 gives 13, (60+88+4)/8 gives 19 (before modifiers - and this is with a spaceship sat on the launchpad)

            I can't fiddle either to the 6 & 9 achieved. It looks like Superhighways give a 50% boost, so 4 without = 6 with s/h.

            However, I've been reading the thread on the need to direct-route rail & road for max route value, this may be affecting my results. I'll add the link

            Last edited by cpemma; July 31, 2001, 18:05.

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            • #21
              Originally posted by cpemma
              (43+58 +4)/8 gives 13
              Divided by two for a domestic route gives 6 for city A; plus 50% for superhighways gives 9 for city B.

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              • #22
                Divided by two for a domestic route gives 6 for city A; ....
                Looks like I'm not getting anything for road & rr - as per thread quoted in my above post

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                • #23
                  Re: Bonuses for Fulfilling Demand, By Commody

                  Originally posted by Adam Smith

                  1x: Hides, Salt
                  2x: Beads, Copper, Dye, Wool
                  2.5x: Cloth, Coal, Silver, Wine
                  3x: Gems, Gold, Silk, Spice
                  3.5x: Oil
                  4x: Uranium

                  edit: format
                  I checked your results a little:

                  1x: any unwanted goods
                  2x: Hides, Salt, Beads, Copper etc.


                  BTW,
                  Originally posted by Scrolls of Ancient Wisdom
                  The one time bonus payment is calculated as follows:

                  Payment = ( ( distance + 10 ) x ( trade of both cities ) ) / 24

                  It increases if the destination city demands one of these goods (double these figures if the city is not yours):

                  Silver, Cloth, Wine +50%
                  Silk, Spice, Gems, Gold +100%
                  Oil +150%
                  Uranium +200%

                  The final bonus payment figure is then doubled during the first 200 game turns or until both Navigation and Invention are discovered. It is reduced by one third after the discovery of Railroad, and by another third after the discovery of Flight.
                  It agrees with my test. But I didn't check the COAL, there is a disagreement too.
                  Civ2 "Great Library Index": direct download, Apolyton attachment

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                  • #24
                    cheating?

                    Do you put your workers to trade producing squares in the domestic city before you deliver a caravan or it is considered as a cheating?
                    Civ2 "Great Library Index": direct download, Apolyton attachment

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                    • #25
                      ST, I've never seen it discussed as cheating, altho I suspect many players (including me) do this. It is at a minimum exploiting the game. Particularly if workers are then returned to their previous tasks before the end of the turn. Exploit or cheat? It could be argued either way, tho I think exploit would win the upper hand.
                      The first President of the first Apolyton Democracy Game (CivII, that is)

                      The gift of speech is given to many,
                      intelligence to few.

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                      • #26
                        It's exploitation, the same way that incremental rushbuying is exploitation. Only when something is manifestly against the intended rules would I consider it cheating (caravan rehoming).
                        12-17-10 Mohamed Bouazizi NEVER FORGET
                        Stadtluft Macht Frei
                        Killing it is the new killing it
                        Ultima Ratio Regum

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                        • #27
                          OK, we are speaking about cheats, and so I will jump to the right thread: Acceptable exploits or 'cheats'
                          Civ2 "Great Library Index": direct download, Apolyton attachment

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                          • #28
                            demand and supply changes after reloading?

                            I am preparing to play the Rome scenario, and because I am the SlowThinker, I examine the starting map position second day. I made a table of supply a demand, but I found out it changed after reloading!!
                            Civ2 "Great Library Index": direct download, Apolyton attachment

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                            • #29
                              I generally reposition workers prior to delivering a caravan.
                              If you can not think of a good reason to build something other than a caravan, build a caravan!

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