Old n Slow
Emperor
Ive discovered that better gamers are aware of the rules, and often where appropriate, will exploit legitimate corners of said rules to their advantage. What I want to do with a food discussion is to clarify the line where good play ends and exploitation begins.
As suggested earlier, I think that it is time to discuss food. So lets dig in:
A food caravan costs 50 shields, and when delivered from city B to city A does three things -- creates a -1 food route in city B, adds +1 food (in the food bar) for city A and dumps a half a food box total (one time only) into city A. With the Pyramids, this guarantees growth for the next turn. If nothing else happens, the world rolls on, and the food transfer stays (some contend that the food routes can change, but that wont be discussed here). So far so good.
A second food caravan costs 50 shields, and when delivered from city B to city A does three things -- creates a -1 food route in city B, adds +1 food (in the food bar) for city A and dumps a half a food box total (one time only) into city A -- no wait -- it only drops the half a food box -- no additional cost (no ongoing benefit either), but this is deemed a trick in that for 50 shields (a cheap cost late in the game) a city grows. Similarly, if one does not have the Pyramids (or a granary in city A) then two food caravans delivered in the same turn from B to A yield the growth (100 shields, +1 pop.). Voila, the food caravan trick (FCT, part 1). I am under the impression that players feel that this trick (the second caravan which does not create an additional food route) can get out of hand & have agreed that this is a no-no (soon to be posted).
Lets extend the above to its logical conclusion -- after fifty turns of the above, city A grows beyond its natural limits, beyond its capability to feed the citizens on a regular basis. (corollary of FCT -- an unnaturally large city). I am under the impression that players feel that this also can get out of hand & have agreed that this is a definate no-no (soon to be posted).
Grey area #1: Smallville is a size one city. Around it lie Big Town, Metropolis, Whopperburg, and Mega City, all of which have granaries and have built food caravans. The food caravans are rehomed to Smallville & sent back to their former home cities. But wait, the home city only shows three trade routes -- the fourth food route has no ongoing cost but the fourth city still gains a +1 food per turn -- for FREE. Smallville feeds the nation (picture 80 cities ) Is this FCT, part 2?
Grey area #2: Smallville, same as before, a size one city, creates an engineer & will be disbanded at the start of the next turn. Around it lie Big Town, Metropolis, Whopperburg, and Mega City, all of which have granaries and have built food caravans. The food caravans are rehomed to Smallville & sent back to their former home cities. On the next turn four cities grow, and then suddenly their extra food route disappears but the (growth remains). Oh yes, the engineer (from Smallville) founds a new city, same ideal location, New Smallville. Next turn everything repeats (oh the joy of rush builds). The growth continues and from a technical standpoint, and the letter of the law (see FCT part 1 above) is maintained but the spirit of the law indicates that this could be FCT, part 3.
Personally, I think that abnormally large cities do not belong in a game desired to be completed within a month -- no reason to tempt weak souls -- so I agree with the sentiment & decision in that regard. On the other hand, I think that a food caravan with route penalty & bonus should continue as part of the game -- on occasion there is merit to shift resources & this is the third & most difficult resource to shift (shifting $$ is easiest, and shields is often done, again with caravans).
As for the FCT per se (and I think that parts 2 & 3 should be included with part 1) Im willing to go either way, but Id like all of the ramifications to be understood.
As suggested earlier, I think that it is time to discuss food. So lets dig in:
A food caravan costs 50 shields, and when delivered from city B to city A does three things -- creates a -1 food route in city B, adds +1 food (in the food bar) for city A and dumps a half a food box total (one time only) into city A. With the Pyramids, this guarantees growth for the next turn. If nothing else happens, the world rolls on, and the food transfer stays (some contend that the food routes can change, but that wont be discussed here). So far so good.
A second food caravan costs 50 shields, and when delivered from city B to city A does three things -- creates a -1 food route in city B, adds +1 food (in the food bar) for city A and dumps a half a food box total (one time only) into city A -- no wait -- it only drops the half a food box -- no additional cost (no ongoing benefit either), but this is deemed a trick in that for 50 shields (a cheap cost late in the game) a city grows. Similarly, if one does not have the Pyramids (or a granary in city A) then two food caravans delivered in the same turn from B to A yield the growth (100 shields, +1 pop.). Voila, the food caravan trick (FCT, part 1). I am under the impression that players feel that this trick (the second caravan which does not create an additional food route) can get out of hand & have agreed that this is a no-no (soon to be posted).
Lets extend the above to its logical conclusion -- after fifty turns of the above, city A grows beyond its natural limits, beyond its capability to feed the citizens on a regular basis. (corollary of FCT -- an unnaturally large city). I am under the impression that players feel that this also can get out of hand & have agreed that this is a definate no-no (soon to be posted).
Grey area #1: Smallville is a size one city. Around it lie Big Town, Metropolis, Whopperburg, and Mega City, all of which have granaries and have built food caravans. The food caravans are rehomed to Smallville & sent back to their former home cities. But wait, the home city only shows three trade routes -- the fourth food route has no ongoing cost but the fourth city still gains a +1 food per turn -- for FREE. Smallville feeds the nation (picture 80 cities ) Is this FCT, part 2?
Grey area #2: Smallville, same as before, a size one city, creates an engineer & will be disbanded at the start of the next turn. Around it lie Big Town, Metropolis, Whopperburg, and Mega City, all of which have granaries and have built food caravans. The food caravans are rehomed to Smallville & sent back to their former home cities. On the next turn four cities grow, and then suddenly their extra food route disappears but the (growth remains). Oh yes, the engineer (from Smallville) founds a new city, same ideal location, New Smallville. Next turn everything repeats (oh the joy of rush builds). The growth continues and from a technical standpoint, and the letter of the law (see FCT part 1 above) is maintained but the spirit of the law indicates that this could be FCT, part 3.
Personally, I think that abnormally large cities do not belong in a game desired to be completed within a month -- no reason to tempt weak souls -- so I agree with the sentiment & decision in that regard. On the other hand, I think that a food caravan with route penalty & bonus should continue as part of the game -- on occasion there is merit to shift resources & this is the third & most difficult resource to shift (shifting $$ is easiest, and shields is often done, again with caravans).
As for the FCT per se (and I think that parts 2 & 3 should be included with part 1) Im willing to go either way, but Id like all of the ramifications to be understood.