Perhaps this has been discussed before, but after the invention of Trade, I recommend never starting a Wonder in a city until you have:
1. Enough caravans stored up to complete the wonder.
2. Shield output in the city of such a nature to make caravan building inappropriate (>50 certainly, but >30 is also not very effective since you "lose" shields by using 60 shields to build one 50 shield caravan)
The benefits to this approach are simple. By building caravans, you have the flexibility to alter your production as needed in that city without jeopardizing your Wonder shield accumulation. Say the neighbors decide to stop by unexpectedly and you don't have a big enough welcome party for them, now you can build it, save your city, and still win the Wonder race! Additionally, if you were to lose the race to the desired Wonder, your caravans can be saved for the next Wonder without the annoyance of having a city wasting shields in trying to fill a completed Wonder box. Or immediately use the now unneeded caravans to establish more trade routes, gold, and science bonuses. In the pre-Trade world, if you want a Wonder very early, then caravan hoarding does not apply. Anyone know of any detriments to this approach? It's the only way I build post-Trade wonders, and Trade typically happens very early in my games to boost Science development.
[This message has been edited by inca911 (edited July 13, 2000).]
1. Enough caravans stored up to complete the wonder.
2. Shield output in the city of such a nature to make caravan building inappropriate (>50 certainly, but >30 is also not very effective since you "lose" shields by using 60 shields to build one 50 shield caravan)
The benefits to this approach are simple. By building caravans, you have the flexibility to alter your production as needed in that city without jeopardizing your Wonder shield accumulation. Say the neighbors decide to stop by unexpectedly and you don't have a big enough welcome party for them, now you can build it, save your city, and still win the Wonder race! Additionally, if you were to lose the race to the desired Wonder, your caravans can be saved for the next Wonder without the annoyance of having a city wasting shields in trying to fill a completed Wonder box. Or immediately use the now unneeded caravans to establish more trade routes, gold, and science bonuses. In the pre-Trade world, if you want a Wonder very early, then caravan hoarding does not apply. Anyone know of any detriments to this approach? It's the only way I build post-Trade wonders, and Trade typically happens very early in my games to boost Science development.
[This message has been edited by inca911 (edited July 13, 2000).]
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