Ali Ardavan said:
I know the amount of trade per turn generated by a route increases with distance. Are you sure the delivery bonus is higher over shorter distances?
Ongoing trade route is NOT affected by distance to destination city. Only the delivery bonus.
ElephantU said:
start on a medium-sized continent with two other "Rational, Perfectionist, Civilized" civs: The best trade routes are to an AI city on your own continent
Ali Ardavan said:
Could you please define best?
"Best" here means highest potential for amount of ongoing trade routes. A "critical path" RR connection and SuperHighways gives you a 150% multiplier; just the "critical path" road gives you 50%. Doing OCC, two things matter: getting and milking as many alliances as possible, and maximizing the trade of your city. Trade routes are one way to achieve the latter; repeated deliveries of unblocked commodities is another.
Do you really prefer an unshielded grassland to ocean? With a Harbor Ocean gives you one more arrow and one fewer food vs. roaded irrigated unshielded grassland. I will take the arrow without hesitation as the extra food is not very useful when most of your growth comes through celebrations. Late in the game the ocean will get an extra shield (offhshore platform) vs. the grassland which gets an extra food (supermarket & farmland) and an extra arrow (superhighways).
I want Ocean access, but not all Ocean tiles. Sometimes there's no choice (GOTM43 is a good example), but given the choice I'll take the Grass, preferably rivered. Rivered Grass gives you the same trade as Ocean after you discover BridgeBuilding, and before you don't have to build roads. Irrigation is cheap and gets you 50% more food than Ocean, which means your city will have Specialists once you get over size 20. Plus, the Superhighways bonus will kick in extra on all those roads. That's why I only wanted one Whale as a special - you cannot road Whales, but they are great to get you started in Despotism.
Still I rather have the shield as it helps me get to a base shiled production over 32 which with factory, powerplant, and manufactruing plant puts me above 80 shields per turn which is ideal for qucik construction of a space ship.
Making 80 shields is over-rated in my book. I usually aim for 30 in the mid-game, sometimes 50 in the end-game. I shoot for stockpiling freights and gold to rushbuy the spaceship parts. I also buy two AI Engineers to deal with pollution and last minute terrain transforms, and a bunch of cheap Barb&AI ships and defenders to disband if I don't have a large pile of freights.
Of course, all that extra food at the end results in a larger city population. But on the other hand, the ocean does not require the services of a settler/engineer. I doubt if a single settler can keep up with the celebration growth if you have 16 grasslands to deal with.
Use your second settler to road and irrigate around the city until it hits size 2, then Join him into the city to make it size 3 and start celebrating. A celebrating city in Despotism gets the full benefit of terrain specials like in Monarchy, particularly the irrigated grass and the 3rd or 4th trade from Whales, Silk, Spice and Wine. A celebrating Monarchy gets the extra trade arrow of Republic. Shoot for the latter before you deliver your first caravans to the AI. Once you get into Republic, celebrate up to size 7-8 and pop out two Settlers to work on irrigation. If you have some done already you can usually celebrate back up to 8 again. A ship and a Dip out exploring usually turns up a Nomad at some point; bring him home and disband one of the supported ones. After Explosives, immediately gift it to all the AIs (especially the one with Leos and the one you have your trade routes with), then start exchanging maps until you find a couple Engineers far from their capitals to bribe. Grab two (should be 200-400g each, sometimes I pay more), bring them back home and disband any remaining supported ones.
The other issue with Harbors is the need for Pottery. If I don't get it as a freebie tech I try to avoid getting it until mid/late game when I want to force commodity supply changes. Pottery greatly increases the amount of poorly demanded Salt. If the AI develops Seafaring early I'll do an immediate trade, otherwise I'll wait.