City trading with itself!

slothman

Emperor
Joined
Sep 14, 2001
Messages
1,223
OK, this is a wierd one. Have any of you gotten a freight which can trade with it's own city. It's like free trade icons there. It must be a bug or something. When I used the stragety guide to determine the bonus and icons it came up with a different number than the city had. I'm not sure about that either.
 
I have seen it before - I first thought that it must be somekind of bug related to city names - if I have more cities with the same name then the computer might not be able to recognize which city they were originally from, but after a little testing I found that that wasn't always to reason.

I don't know how or why but it happens - rarly but not unheard of.

:sniper:
 
Would it be possible to send out a freight and then change the city name each turn for ages and confuse the computer into allowing the freight back in? Probably not, but it'd be good.
When you've got a uranium freight then would it be possible to move it to another city, set that as it's home city and then make uranium freights several times out of the same city? That would be quite good because uranium is normally very scarce, especially if you ahd enough shields to make a freight a turn. Can you set home city for caravans and freights or not. I can't remember ever having tried this and I can't now because it's a bit obvious if I play Civ at work. :(
 
by Duke O' York:

...
That would be quite good because uranium is normally very scarce, especially if you ahd enough shields to make a freight a turn. Can you set home city for caravans and freights or not.

I see many people making post saying Urainium is scarce. In a fully developed game, it certainly is not. It is quite plentiful (esp. considering its value), and I even find occasional Uranium repeaters.

I will do something I normally don't do, and speculate without testing. It is my gut feel, educated assumption, actually, that the type and variety of freight commodity produced is related to the scientific advances discovered, the city location on the map (commodities tend to get produced in clumps) and the size of the city. A size 2 city has never produced a Uranium that I recall. On the oher hand, big cities don't make wool.

I'll bet that Apolyton has some detail on this, if some are interested... but I can't seem to get their webpage to finish loading.

But it really doesn't matter that I can see. I almost always let about 1,000 freight rip, and I have plenty of Uranium. Often, too much... that is, the high-value delivery would be wasted on a given turn because I've already maxed the science.

BTW, you can indeed change the freight home city from the city screen, just like changing the home of a unit. But you cannot change the commodity (at least that I know of). :)

america1s.jpg
 
Huh, how about that! Another silly caravan bug...especially considering if you try it with the "h" key it says "You can't change the home city of a trade unit." Except that a quick check proves you can, by using the city screen. Seems like something that would have been noticed and patched!
 
it might be just one more case of the computer cheating again. it seems to do that every so often. like a cruise missle able to hit a carrier completely surronded by friendly aegeis cruisers, and the fighters with a range greater than one.

A side note: If the civ2 ai can break the rules of its system, come the AI from the MARTIX couldn't also break its own rules? :D
 
I don't a city can trade with itself. If two cities have the same name, then it will seem like the city is trading with itself.

You have to switch support of freight for it to come back and trade it with the home city, so it would not be trading with itself.
 
t might be just one more case of the computer cheating again. it seems to do that every so often. like a cruise missle able to hit a carrier completely surronded by friendly aegeis cruisers,
LOL, I've made quite detailed posts about the behavior of missiles. In short, AI missiles just "appear" at their target. They do not ever follow a ground track, like a human's must do.

Further, the AI has perfect vision of the range of all its missiles at all times... even if the territory is undiscovered by the AI. There is no way to hide from an AI missile... only to defend against it (like with AEGIS or SDI).

:)

america1s.jpg
 
Hmm... never seen it happen like you are saying but I do this all the time by moving my caravan to the next nearest city and selecting support from that city and then moving it back to the city I made it in and building a trade route, or helping to build a wonder.
 
It sounds like he has built many cities and has gotten to point the names are duplicating.You can't scroll thru these cities.Just one of them.You have to use the "find city" menu to see all the duplicates.Then change em if wanted.
 
Thats not the problem. I checked all the citie's names and none of them are the same. It is a "new" city, that is a name from the "all civs" section of "cities.txt" but still. I use the oldest version so it could be a bug that none of you can reproduce.
 
It is a "new" city, that is a name from the "all civs" section of "cities.txt" but still. I use the oldest version so it could be a bug that none of you can reproduce.
Zip and Attach your cities.txt, rules.txt, and .SAV files, and I'll test a few things with it, if you want. I often make tests to find out what is going on.
What version of game are you running? Click on "Game" pull-down menu, then "Game Options" and look at the top of the popup screen to find the verion and patch numbers.

america1s.jpg
 
Here is the file. There is some info in a text file. I forget to add that I am the russions in that game.
 
Glad you posted that.It is odd.I bribed that freight near Leon,re-supported it,and that one went in also.Verona had 3 routes with...Verona.:crazyeyes

both were worth 20.
 
I am in the way, as somebody said before, that I think the cities change their demands depending the size/constructions/periods
Has anyone checked that?:confused:
 
well yes..but that doesn't explain how a city is trading with itself.
1 freight in gives both ends or 2 routes.Nice.If it could be done with food freights..well now that would be something.
 
Anymore good tricks Seattle? I knew the change home in the city screen, looking for more.

I offen trade between my own cities (why give the enemy a hand), and after a certain point, usualy industrialization, the demand of whatever commodity seems insignificant toward bonus trade points, just the cash bonus. fyi...
 
well yes..but that doesn't explain how a city is trading with itself. 1 freight in gives both ends or 2 routes.Nice.If it could be done with food freights..well now that would be something.
It can be done with a food freight or a commodity freight, with at least 2 ways that I have found:

Method 1: Use a NONE freight. This will make 2 trade routes, connected with road/RR for bonuses, but use only the destination for trade calculations. The result will be 2 trade routes. This is an expensive method sometimes, as to get a NONE, you must bribe an enemy freight.

Method 2: "Trade Special" city. Ditto. but it is not dependent on freight direction of entry. Some cities are "TS" and some are not "TS". A TS (Trade Special) can do such things. But in a fully developed trade empire, you are better off delivering to a faraway city, since you can get the full trade arrows for both sities.

This uploaded map fits my general discussion above, but I have not fully defined what make a TS city, since it is not generally worth the effort to do, compared to "normal" trade.

NOTE... this will work for food, and the FCT, too. It is not cost effective. But the result is a -1 route with itself, and the usual food in the box. The net result is no change of food production using food instead of commodity in #1 and #2.

Guess one of these days I'll write a comprehensive trade document called the "Starlifter School of Trade", :lol: so all this info is known and in one place.

These methods really won't result in a net advantage in SP, at least that I can see. An exception that I've tried before is if the owning civ is very poor, and the freight/caravan is a long way from the capital. But even then, it did not seem to be worth is. Better to spend the gold to PRB a "normal" freight and send it to a distant city! In MP, well, who knows... but the cost in gold still seems prohibitive for the slight advantage of NONE freight and TS cities. :)

There are 2 minor advantages, neither of which I feel are worthwhile in normal circumstances. First, you get 2 commodity routes. But both are crippled... e.g., not full value, since the "source" trade value is zero. In an isolated area, maybe method #2 would be worth it in the short term, until "fat" routes could be established. The big disadvantage (besides cost for case #1) is that you get neither the overseas/foriegn bonus, nor do you get a route with another city of you own. Just two "slim" routes with your one city.

america1s.jpg
 
whats odd about this is a city can trade with itself.This is not normal.If a city builds a freight and you try to move it out and back in,it will not deliver..normally.In this case..the city of Verona(iirc) can receive freights it supports.I bribed a 2nd freight nearby and resupported it from Verona as well just to see.It delivers also.
 
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