samson,
I also believe terrain is a key and can also explain the lack of action in certain commodities, but perhaps the era, the continent, and maybe even the particular civ involved when a city is founded, may have some influence, too, on these lists.
I am continuing my hotseat game, to investigate further the interaction of the 16 turn cycle with actively trading cities. One thing I keep track of is the frequency of commodities on the lists of cities, so I will be able to correlate these to the types on terrain found in each city in my game. I will also record any terraforming that is performed. Do you think each road, and its location should be noted? I have not been doing this so far, but can re-construct that information from saves. I kind of doubt adding a road would enable a city, but in this game you never know, because roads ARE tied to trade in other significant ways.
I have attached another MGE hotseat save in another post that may be useful for studying terrain effects on these supply and demand lists when founding cities.
I have also given some thought to your earlier question about whether the 16 turn cycle is a trigger or a cause, and my conclusions are that they definitely act as a trigger. If there were not any gaps in the pattern, I would also have to conclude that the cycle is a cause, in addition to being a trigger. Perhaps other factors, such as city size, knowledge of trade, map trades, or just contact among civs act as causes to enable particular cities, with changes triggered on a regular basis, if a city is enabled, every 16 turns. Sound reasonable?
I also believe terrain is a key and can also explain the lack of action in certain commodities, but perhaps the era, the continent, and maybe even the particular civ involved when a city is founded, may have some influence, too, on these lists.
I am continuing my hotseat game, to investigate further the interaction of the 16 turn cycle with actively trading cities. One thing I keep track of is the frequency of commodities on the lists of cities, so I will be able to correlate these to the types on terrain found in each city in my game. I will also record any terraforming that is performed. Do you think each road, and its location should be noted? I have not been doing this so far, but can re-construct that information from saves. I kind of doubt adding a road would enable a city, but in this game you never know, because roads ARE tied to trade in other significant ways.
I have attached another MGE hotseat save in another post that may be useful for studying terrain effects on these supply and demand lists when founding cities.
I have also given some thought to your earlier question about whether the 16 turn cycle is a trigger or a cause, and my conclusions are that they definitely act as a trigger. If there were not any gaps in the pattern, I would also have to conclude that the cycle is a cause, in addition to being a trigger. Perhaps other factors, such as city size, knowledge of trade, map trades, or just contact among civs act as causes to enable particular cities, with changes triggered on a regular basis, if a city is enabled, every 16 turns. Sound reasonable?
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