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Is it better to deliver a cara to a small city that wants it or big one that doesn't?

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  • #16
    All valid points. But you will be able to see if roads are in place, and see if there is any trade squares within the city zone. As you know, the AI builds it's cities based on food alone... and seems to care less (or nothing) for production and trade.
    Keep on Civin'
    RIP rah, Tony Bogey & Baron O

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    • #17
      AI seems to go for Food first, then Shields. I've seen AI mine a hill where a nearby hill was Wine, which would have given Trade in addition to Shields. Apparently the other hill was closer. Never got around to the Wine later, either. In Despotism AI will Irrigate & Road Plains, seems to wait for Monarchy before starting on the Grass. In Republic AI will Irrigate Desert and turn Forest into Plains.

      Regarding AH's question, the Different Continent Bonus is x2, and the Demanded Commodity Bonus for Cloth is x5/2. I would take a look at the terrain around each city and try to figure out whether the bigger city has more than 5 times as much Trade Arrows as the littler. Then I'd ask myself if I was going to try to RD/RR to the bigger city on the same continent sometime to boost the ongoing Trade Route.

      AH, can you capture and post an image of the two cities in question?
      Last edited by Elephant; February 10, 2003, 17:34.

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      • #18
        Generally I would say deliver to the city that has the most trade potential.

        Which of the 2 cities do you think will become the better of the 2, size and trade arrow wise?.The one time payoff is great but the real meat is in the long term routes.

        If its mp,then you may want to limit the number of cities you deliver to and control the # of foreign routes an opposing civ has.In this case it may be wise to choose a city that is easily accessed over other factors.

        Finally,is that choice of cities going to bring great effect to my opponent?...maybe I don't want to prop up his/her cities with lucrative trade routes!?
        The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu

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        • #19
          Originally posted by Smash
          Finally,is that choice of cities going to bring great effect to my opponent?...maybe I don't want to prop up his/her cities with lucrative trade routes!?
          BUT it's so hard to turn down those FANTASTIC bonuses. But you are right, you do limit how many cities of theirs that you use. Deliver caravans from 10 different cities of yours to one city of his, you end up with the greater advantage.
          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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          • #20
            Originally posted by rah
            BUT it's so hard to turn down those FANTASTIC bonuses. But you are right, you do limit how many cities of theirs that you use. Deliver caravans from 10 different cities of yours to one city of his, you end up with the greater advantage.
            ... until he rearranges his workers to minimize trade, or disbands the city .

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            • #21
              That's why it was best to choose a city on ocean. You could move the ship in and unload before he could minimize the city to burn your bonus. Overland it's easier to pimp you.
              I've never seen anyone disband a large city just to burn you out of the trade route.
              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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              • #22
                Am I right in thinking that in MP you could - given the time - take all the workers of a city off just while the importunate caravan was being delivered and then put them back so as to sustain no loss yourself?

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

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                • #23
                  Hehe it is tricky to time the removal of your workers.

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                  • #24
                    Yes, it can be tricky, but I have done it quite a few times. Two factors are important.
                    1. By sea or land. By sea sometimes you don't see it coming so your reaction time is quite limited. By land it's easier.
                    2. Order of turn. If the person moves right before you, you have plenty of time to take the workers off, but if he waits to move them in till the end of his turn, you usually don't have the time to switch them back.

                    If the person moves right after you, he can deliver the carvans first in his turn and you don't have time to take the workers off. (unless you do it before you end your turn which we consider a no no because it slows your turn down)

                    So yes it can be tricky, but if done right, you can really really limit the bonus they get.

                    And then there's my favorite, you see the ships heading in to unload. You frantically start pulling workers off (or moving them from trade to production/food) You give a sigh of relieve that you finish sabotaging your trade before the caravan delivers, but lo and behold, vet crusaders start unloading from the ship and pound the city into submission. Oooooooops, And maybe he was a unit or two short to take the city but in your panic to sabotage the trade you forgot to buy up a defensive or offensive unit. The turn ends, and your turn starts, and the stick you're holding is considerably short.

                    RAH
                    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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                    • #25
                      Originally posted by rah
                      And then there's my favorite, you see the ships heading in to unload. You frantically start pulling workers off (or moving them from trade to production/food) You give a sigh of relieve that you finish sabotaging your trade before the caravan delivers, but lo and behold, vet crusaders start unloading from the ship and pound the city into submission. Oooooooops, And maybe he was a unit or two short to take the city but in your panic to sabotage the trade you forgot to buy up a defensive or offensive unit. The turn ends, and your turn starts, and the stick you're holding is considerably short.

                      RAH


                      Like Wile E Coyote, smug after laying a trap for Roadrunner, not realising that the trap has gone wrong, and that he is holding a smoking stick of dynamite.

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                      • #26
                        Yes, freaking funny.
                        This usually occurs after they've sent in a couple of boats with caravans already. You see the next set of ships and don't even think about other possibilities. (of course, after being burned a few times, your thought processes are likely to change.)

                        Markus was the first one to do this to me, and I will admit, it was quite a surprise at the time.
                        BEND OVER, HERE IT COMES.

                        RAH
                        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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                        • #27
                          The more I hear the more I think that MP is a VERY different game to SP

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

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                          • #28
                            Yeah... more unpredictable... and more fun. The AI is just so stupid and is far too repetitive. Lord only knows what a Human is going to do to you
                            Keep on Civin'
                            RIP rah, Tony Bogey & Baron O

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                            • #29
                              Yeah you actually have opposition.

                              The only SP games that pique my interest these days are games like the fiendish scenario you set up for the succession game. I am looking forward to that......if I ever get my turns.

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                              • #30
                                Li'l' ol' me - fiendish

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

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