I should be more clear in what I want for a trade helper. For a caravan trading between two size 6 cities, the current "best practice" is to rearrange workers in both cities to the highest trade producing tiles just before the delivery, then immediately change them back to their previous...
How about some trade facilitation? Adjusting worker allocation before and after trades would be unnecessary if the trade formula used the maximum arrows (at least for user-owned cities) rather than the current.
You can change terrain under a city - if you begin the transformation before founding the city.
In your example, Engineer 1 begins transforming the grassland tile with river to hill, then Engineer 2 creates a city on that tile, then some turns later Engineer 1 completes the transformation and...
If a meaningless victory appeals so much to you, there is little to prevent such a strategy. Remember to correct your rules.txt for the checkpoint saves at 1AD and so on. It's entirely possible you'll outscore the veterans here and win your very own gold or green or blue star, a place in...
Communism is a fine choice, comrade. A few turns of Rep/Demo may still be a good idea; if you can maintain celebrations, it doesn't take long to transform a sprawling empire of little villages into massive trade powerhouses. Delivering from a size 20 to a size 20 will get you more significant...
Go is still imperfect in that case. Sherwood Forest GOTM comes to mind; I had one long string of cities connected by rails, and caravans kept coming off the rails.
Eternal War GOTM (136) was the same way, with meandering rails sparsely connecting clusters of cities. Traveling more than...
Great work with the turnaround. To maintain the war in democracy, park a cheap unit or caravan near a Zulu city. They'll take the bait in a turn or two, then it's back to the slaughter.
Your senate takes action after you capture a city, when you have a unit next to an enemy unit. If you...
I think you made the right choice. History is often rewritten by the victor. Your Zulu doomsday scenario must have scared the comrades terribly, to cause your sudden election.
A word of celebration advice. In Democracy, every city size 3 and up can grow one population per turn. Don't just...
It's usually not bad if you're only going about 10 spaces. For unavoidable long routes, I take the trip in stages, and rename the waypoint cities to unique first letters to make the goto command easier.
The problem mostly vanishes once you have rails everywhere. :P
Bribe those cities right back from the Zulus. They'll be cheap since they were yours already, and you'll get the Zulu army thrown in.
When switching to Demo, beware the shield cost for unit support, and unhappiness for having armies outside your cities.
I can't load your save, probably because you're playing MGE instead of 2.42 (which is fine, just means diplomacy is useless), so I can only give general advice and guesses.
Being broke means you've most likely been neglecting Trade. Caravans and Freight give cash and science based on the...
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