Caravans-how do they work?

Zulu

Chieftain
Joined
Jan 3, 2002
Messages
34
I usually build tons of libraries, universities, markets...etc. Would it be wiser to concentrate more on caravans??

Also, I've been thinking of doing this:

Build settlers
1-2 military units per city
More Settlers
Then caravans or improvements.

-Zulu
 
Yes and no.Most times-yes.

There is a one time bonus of science beakers equal to the amount of gold when delivering a caravan.Check your science advisor before and after delivery.Early returns are low but they can really climb.Over 1000 gold coins/science beakers per caravan/freight is quite possible.
Caravans can also be used to build wonders.Each one contributes 50 sheilds so having a bunch "stored up" is a good plan.You can build the wonder fast without tying up a city for a bunch of turns building it.

Your build order is another of the "depends" things.What level is being played,is there an early threat,is it a land gobble before its gone, etc.

A good rule is when you can't think of anything to build,build caravans.If you think you have enough,then build some more :D
Another thing that can be good about building caravans is if some upstart trys to put your palace to the torch,you can change production to military units with no penalty.
I like/try to have "specialist" cities in that cities have specific tasks.One or two may get barracks and build my defenders.Others may build only caravans or settlers while one may only build wonders.
 
I've decided to try using primarily caravans and a huge amont of cities and so far it's working well.

Somewhat related question:

Since I'm pushing all out for maximum money, technology and such I completely gave up all military units to aid production. However, I'm forced to pay tributed repeatedly and I'm getting my techs stolen. I figure it's no biggie since I have a massive lead in population... but should I be stopping this?

-Zulu
 
Normally, if you have a large surplus of cash, you can be using diplomats/spies as your defenders. Assuming you are in a Republic or Democracy to get the best results from caravan/freight deliveries, the diplomats allow you to bribe enemy units that may be trying to attack you. Try and buy some units closer to an AI city than your own and they will be a NONE. This way they don't count towards any unhappiness for being outside of your cities, but it allows you to have an army you can use to defend yourself if a war starts. If you buy enough, it will also make them stop demanding tribute (or at least having it where you don't have to pay it to survive) and could make it when you can then demand tribute from them.

Plus, if you get behind in techs, you can always use the diplomats to steal techs from the other civs.
 
You must construct caravans when you have a city bigger than 8, if you want to increase quickly your treasure, and if you have Uranium in a city you should pick it, because all the cities need Uranium in the middle and at the end of the game.
 
Zulu - each improvement you build in a city (besides walls) costs from 1 to 6 gold PER TURN for upkeep. Take a look at your Trade numbers in the city first, and decide whether this will be a high Trade city (especially if you have multiple Trade specials, but lots of water or rivers will do too) or a production city. Build the improvements that complement the cities focus. It does no good to build a Stock Exchange (upkeep cost: 4) if your basic Trade is only 4, since 50% increase will only give you 2 more and you end up losing 2 each turn. Science is slightly different, but several people build NO science improvements beyond a SSC and focus solely on caravans/freights for beaker bonuses. You can get at least 1 tech/turn if you really ramp it up.
 
Originally posted by Tundera
if you have Uranium in a city you should pick it, because all the cities need Uranium in the middle and at the end of the game.

My strategy is simple: if a city supplies Uranium then I just buy the caravan outright, even if they have no shields accumulated. I'd buy a rifleman or something first if possible to save a little cash, but even if you just buy the caravan outright then you'll get a phenomenal return when you deliver this caravan. Hopefully the source city of the caravan will be far enough away from your SSC to make delivery there worthwhile, but if not then don't be afraid to re-home it and send it to the opposite corner of the earth! Remember the ways in which you get delivery bonuses include distance between cities, but also that the world will curve around on an AI-produced map so that if you're at one end of the world map then airlifting the freight to the other end will get less of a bonus than airlifting to a city in the middle of the map. Even if two cities are at about the same longitude, then sending caravans the length of the map will always pay off too! :goodjob:
 
Actually, you should have 16g in a city before you build a stock exchange, and 9g to build a bank, to get +/-0. You get 50% bonus with MP, 100% bonus with MP and bank, and 150% bonus with MP, bank and SE. This means you only get 33% bonus from bank and 25% bonus from SE. I lost quite a lot of money before I realised this:(
 
Trade routes (as either caravan or freight) also continue to pay out cash for every turn after the route is established. This will continue until you loose the city or a fourth route is created in a city, there is a max of three. Check your city screen and it will show you how much is being generated each turn.
 
ElephantU, thanks a lot...I was unaware of this. I'll be a lot more careful from now on!

-Zulu
 
Trade routes are great for compensating for city improvement upkeep, particularly banks, MK, SE, libraries, SHways, universities, research labs. The reason is that the effectiveness of these improvements in a city depends solely on the number of trade arrows that city produces. So trade routes can make up for bad location with no trade rich terrains. You don't put 100+ shields in a building project for a measly additional +3 gold every turn.
 
Yes, but when calculating the Bonus payment on a caravan/freight the trade route arrows are deducted...

Good point, Duke - always put at least the MarketPlace in every city to help multiply the Luxuries for Republic/Democracy contentment, but think a bit more about Bank (3g/t) and Stock Exchange (4g/t).
 
Originally posted by ElephantU
Yes, but when calculating the Bonus payment on a caravan/freight the trade route arrows are deducted...

I'm talking about the additional city trade arrows from the ongoing routes. I worry about that first and than go for the initial bonus.
 
"Good point, Duke - always put at least the MarketPlace in every city to help multiply the Luxuries for Republic/Democracy contentment, but think a bit more about Bank (3g/t) and Stock Exchange (4g/t)."

Whats to think about? Most of the time, in Rep/Democracy, when you put in a stock exchange you will get a celebration. And you get more benefits out of them than from a coliseum! happiness is the name of the game and the mkt-bk-stkexch give you luxuries as well as coins. add a superhighway to the mix and the city is rolling in coins.
 
BTW guys,

When is the best time to build caravan in terms of pay off for techs? If I build them early I only get like 8-20 gold which seems like very little. I can't get much more because my cities are small and I haven't found out too much about my enemies.

Should I wait a bit and only build caravans once I can trade with the enemies? Should I trade maps for this purpose?

-Zulu
 
Wait until your citied have roads around nearby squares to boost trade and have a MK but want a bank.
 
On the other hand you don't need as many beakers per tech that early, not as much money either, though it's nice to have much money:)
 
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