December 12, 1999, 00:02
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#1
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Deity
Local Time: 19:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
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The whole caravan thing
Alright. I try to build caravans for trade and food, but I always get sidetracked by something I consider more immediate. Usually I just build 3 for my science city, and some others for wonders. So how do you guys seem to build so many? How many would you say you build in an average game?
Do you find yourself building a lot more in double production games than regular production (more than just x2)?
What do you consider more and/or less important than a caravan?
In what situations do you use food caravans?
Any newer strategies for caravans (in last 5 months) in general?
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December 12, 1999, 01:46
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#2
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King
Local Time: 19:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Maryland, USA
Posts: 1,631
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How many caravans? 40-50 trade routes, about 20 food, plus all wonders via caravans. Thats probably 130-150 total.
What do I consider more important than a caravan? First priority is expanding to the number of cities allowed by government, up to eight or ten max for me. Second priority is adequate defense: a phalanx in each city, plus two mobile units and one or two dips to cover the entire set of eight or ten cities. After that, I build pretty much nothing but caravans. Improvements can be purchased; wonders are built from caravans; spaceship built using wonders as placeholders plus spending the money you accumulated.
I only use food caravans to grow my Super Science City.
New strategies? Working on using caravans to manipulate the commodities individual cities supply and demand, but not quite there yet.
All of these comments apply to games against the AI. My impression is that most MP games dont get continued long enough to build too many caravans.
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Old posters never die, they just f.a.d.e..a..w..a..y . . .
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December 12, 1999, 02:22
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#3
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Deity
Local Time: 19:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
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Thanks for the quick response. I should amend what I said. I do build many other caravans, but usually not until late in the game; well into the industrial-modern era and after factories. When do you really start pumping them out?
I should also mention that I'm a bit more expansionist than you. I try to have a lot more cities than that (I also usually play large map).
[This message has been edited by Theben (edited December 12, 1999).]
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December 13, 1999, 01:56
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#4
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Prince
Local Time: 18:30
Local Date: October 30, 2010
Join Date: Mar 1999
Location: USA
Posts: 464
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I also play on a large map and often have 10 to 20 cities. I try to get trade fairly early in the game as it makes wonder building easier. My usual building pattern is: 1) a military unit, 2) diplo/spy, 3) caravan/freight, 4) City improvement.
I modify this as needed on a city by city basis depending on what the urgency is for some particular item in that city.
Ken
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December 13, 1999, 05:50
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#5
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Emperor
Local Time: 15:30
Local Date: October 30, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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I use food caravans and a granary to grow certain cities quickly under Communism or Monarchy.You can add a new citizen every turn.One way to counter "we love" of Republics and Democracies.
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December 13, 1999, 06:25
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#6
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Emperor
Local Time: 23:30
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Adam,
"no of cities allowed by the government???"
We have noticed quantum leaps in unhappiness while we have been expanding and hypothesised that there was a 'rule' there somewhere. Do you have the deep intelligence? Please share...
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Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
[This message has been edited by Scouse Gits (edited December 13, 1999).]
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December 13, 1999, 07:31
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#7
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Emperor
Local Time: 01:30
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Castiglion Fiorentino, Italy
Posts: 3,658
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Just out of interest, SG, exactly how many of you are there lurking behind that handle?
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finbar
Mono Rules!
#33984591
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December 13, 1999, 08:13
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#8
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Emperor
Local Time: 23:30
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Just the two, me SG[1] mad professor (university lecturer) and my mate SG(2) a printer - we get together to play Civ most Friday and Sunday evenings.
For reference v2.42 at the moment SG(2) likes the standard game and lots of Democracy, while I favour some graphic enhancements and Fundy for ever!
Hope this helps
(You're not Carthaginian are you? )
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Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
[This message has been edited by Scouse Gits (edited December 13, 1999).]
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December 13, 1999, 08:57
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#9
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King
Local Time: 19:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: USA - EDT (GMT-5)
Posts: 2,051
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Scouse Git (1),
There is a "magic number" for each type of government. After you exceed 1x that number of cities, you will start having cities whose first citizen is unhappy. After you exceed 2x that number of cities, you will start having cities whose first citizen is very unhappy (which cities, and how many, appears to be semi-random). The magic numbers at Deity level are:
Despotism/Anarchy: 4
Monarchy: 6
Communism/Fundamentalism: infinity
Republic: 8?
Democracy: 10?
I'm not sure of the last two, since I rarely play them.
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December 13, 1999, 11:21
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#10
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Deity
Local Time: 19:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
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Interesting plan, Smash. Might make Pyramids more important than I give it.
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December 13, 1999, 12:40
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#11
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Prince
Local Time: 23:30
Local Date: October 30, 2010
Join Date: Feb 1999
Location: Minneapolis
Posts: 459
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Theben...I build hundreds of caravans.
ICS = Infinite Caravan Sleaze.
All of my comments relate to playing against the AI. I'm reasonably sure it's single production. A grassland square yields either 0 or 1 shield so you be the judge.
I usually build 20 to 30 cities on my own. Cities and settlers that come from tipping huts add a few more. I will build cities on islands off the coast of AI continents. Cities that come from bribes and warfare add some more. Since I am not warlike until late in the game and I play on maps with 10,000 squares, by the end of the game I will have 100 or so cites.
As soon as I can afford to do so I buy city improvements or at least most of the shields. For example, suppose I want to build a bank and the city produces 20 shields. I will play one turn as normal, switch to a colluseum and buy it for 160 gold, then switch back to the bank for one more turn.
Once I get radio I build airports as fast as possible and then fly freight units half way around the world. Once I can afford to do so I purchase enough shields so that each freight unit requires but one turn to build.
Back to your questions. Suppose the city has a defender, a settler for improvement, and, if it is on a hostile continent, a diplomat. Then I will build caravans unless I need a happiness improvement, an aquaduct, a sewer, or an airport. If I think my city would go into We Love The President Day with a market place, bank, or stock exchange, then I will build them. Libraries and universities are rather low priorities for me. I count on the trade bonus from caravans for most of my science. The obvious exception is the science city.
At the beginning of the game I build food caravans for Wonder building. That is how I distinguish caravans I want to use for Wonders from caravans I want to use for trade. This is the only way I can keep things straight.
The only thing I am doing differently from, say, five months ago is building far more caravans.
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If you can not think of a good reason to build something other than a caravan, build a caravan!
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December 13, 1999, 14:49
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#12
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King
Local Time: 17:30
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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Just got done playing a caravan-centric game with 12 cities on a normal map - it worked perfectly. I built 11 key wonders all with caravans (usually in 1-3 turns). I also built caravans out my science city on a periodic basis. Then, I stacked about 120 caravans outside of 6 cities to build all of the required SS Structurals (15) and SS Components (6) in 5 turns (I used cash for the SS Modules).
This was my first time playing this way and now I can really see the benefits of caravans. It is the most undervalued unit in the game.
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December 13, 1999, 15:28
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#13
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Prince
Local Time: 18:30
Local Date: October 30, 2010
Join Date: Nov 1999
Location: of Space
Posts: 342
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Your strategy to use caravans to help build spaceship parts, which is a great idea, made me think of asking this:
Has anyone tried playing a game without building any caravans? Has anyone won such a game? I guess you could call it NCC (No Caravan Challenge). How difficult would it be to win a game with this strategy? At what difficulty level(s) could it be done?
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December 13, 1999, 15:49
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#14
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King
Local Time: 17:30
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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That's very easy. My last game was the FIRST game (after playing and winning continously for a year) that I built caravans to a great extent. Truthfully, I didn't know about the value of caravans until reading this forum. But as I can attest, one can easily win at bloodlust (and AC I assume) without caravans.
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December 13, 1999, 16:52
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#15
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Emperor
Local Time: 00:30
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Zwolle, The Netherlands
Posts: 6,737
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Like Steve, I also learnt about the value of caravans when I first came here and I can tell you that I have won the space race without caravans. It may take a bit longer, but it is not much of a challenge for a decent civ2 player.
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December 13, 1999, 17:50
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#16
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Emperor
Local Time: 01:30
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 4,037
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To DaveV...
Yes, I agree with the numbers you mentioned. It goes 6...12..20 or something. As I like to have more cities, I tried to counter unhappines with Hanging Gardens. Howewer after I have built them, something wierd happens...they start to riot, and when I take units out of them they calm down???
Anyone knows where I cold find more info about happiness calculation?
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December 13, 1999, 19:49
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#17
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Emperor
Local Time: 15:30
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
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VetLegion - I ran into the same thing this weekend. Anybody have a good answer?
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If you can not think of a really good reason why you should build something other than a caravan, build a caravan. - jpk
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December 13, 1999, 20:15
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#18
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Emperor
Local Time: 01:30
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Castiglion Fiorentino, Italy
Posts: 3,658
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What's that? Taking units out of a city makes it happier? Or am I misunderstanding? I've never come across it.
SG - I've been accused of many things, but never of being a Cart.
Tell me, do you ever fight over control of the handle?
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finbar
Mono Rules!
#33984591
[This message has been edited by finbar (edited December 13, 1999).]
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December 13, 1999, 20:23
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#19
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Emperor
Local Time: 15:30
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
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It could be that the city with the most disorder was moving somewhere else. I wasn't thinking to check that at the time, but it should be possible to make the most unhappy city be the one you want it to be my tricking the program.... hmmmm.
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December 13, 1999, 20:36
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#20
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Emperor
Local Time: 01:30
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Castiglion Fiorentino, Italy
Posts: 3,658
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Mmm. Just hunted through the Strategy Guide. The equation for calculating unhappiness against size of empire makes fascinating reading. If you're a Nobel winner for Maths.
Max Cities = Riot Factor - ((difficulty levelx2) x ((government divided by 2) + 2))/2)
Where:
the default value of Riot Factor = 14
difficulty level = a range from 0 (Chieftan) through to 5 (Deity)
government = 0 (Anarchy), 1 (Despotism), 2 (Monarchy), 3 (Communism), 4 (Fundy), 5 (Republic), 6 (Democ)
I have a headache.
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finbar
Mono Rules!
#33984591
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December 13, 1999, 20:40
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#21
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Emperor
Local Time: 15:30
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
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Just like I thought!
LL
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December 13, 1999, 20:42
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#22
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Emperor
Local Time: 01:30
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Castiglion Fiorentino, Italy
Posts: 3,658
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I was right all along. A little knowledge can be very very very dangerous to one's mental health.
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finbar
Mono Rules!
#33984591
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December 13, 1999, 21:09
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#23
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Emperor
Local Time: 23:30
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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DAVE V
Thanks for the figures. Is there a similar set of magic numbers which suddenly stop cities from celebrating for no apparent reason? (Usually in fundy or monarchy)
My question applies to when the overall number of cities remains the same.
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Scouse Git (2)
[This message has been edited by Scouse Gits (edited December 13, 1999).]
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December 14, 1999, 08:50
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#24
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King
Local Time: 19:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: USA - EDT (GMT-5)
Posts: 2,051
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Sten Sture and VetLegion,
The key to keeping lots of cities happy with HG lies in exploiting a bug discovered by Matthew. Two cups (or HG) will convert an unhappy citizen to content, but they will convert a very unhappy citizen to happpy! So when you strip troops and lessen martial law, HG produces a happy instead of a content citizen.
Someone (Sieve Too, I think) had a very nice writeup about the happiness screen in another thread. I'm too lazy to look up the thread, but maybe someone more ambitious could track it down...
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December 14, 1999, 09:43
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#25
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King
Local Time: 19:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: USA - EDT (GMT-5)
Posts: 2,051
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finbar,
Sorry, but the formula you cite is bogus. I ran the numbers for Deity, and got:
Anarchy/Despotism: 4
Monarchy: -1
Republic: -6
Democracy: -11
I noticed that the formula has four left parentheses and five right parentheses. But there's something more fundamental: the government must be added to the number of allowable cities, not subtracted.
[This message has been edited by DaveV (edited December 14, 1999).]
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December 14, 1999, 14:46
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#26
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King
Local Time: 15:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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It can't be true that removing units from a city can ease riot. Maybe another city has just been built? or the luxury rate has been changed? or the configuration of citizens has changed (working on ocean instead of mountain)?
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December 14, 1999, 20:45
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#27
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Prince
Local Time: 23:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Manhattan, Kansas . USA
Posts: 724
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DaveV:
IT'S NOT A BUG !!!!
at least I hightly doubt that it is. It makes huge civs possible.
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December 14, 1999, 21:55
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#28
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Emperor
Local Time: 01:30
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Castiglion Fiorentino, Italy
Posts: 3,658
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Dave V - I copied it out of the Official Strat Guide. Of course, being one of the world's worst touch typists, I might've (and probably did) transpose something.
I'll check.
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finbar
Mono Rules!
#33984591
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December 14, 1999, 22:02
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#29
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Emperor
Local Time: 01:30
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Castiglion Fiorentino, Italy
Posts: 3,658
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Dave V - Just checked. And double checked. That's the equation that appears on p88 of David Ellis' Official Strategy Guide.
Guess he got it wrong. Pity. Well, more than a pity, it's bad. If I were more of a mathematician, I'd have a go at doing the calculation myself.
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finbar
Mono Rules!
#33984591
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December 15, 1999, 08:40
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#30
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King
Local Time: 19:30
Local Date: October 30, 2010
Join Date: Dec 1969
Location: USA - EDT (GMT-5)
Posts: 2,051
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finbar,
Here's my guess:
Max cities = Riot Factor - difficulty factor*2 + (INT(government/2))*2
For non-programmers, the INT(government/2) part means you divide by two and discard the remainder.
Strangely enough, this produces the same numbers I gave above for Deity .
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