Early All-techs Without Trade

kovalie

Chieftain
Joined
Apr 19, 2002
Messages
21
Although trade is very worth using, I think that the concept shouldnt have been put in the game because, It is really annoying trying to remember where each caravan is going, It just makes the game more confusing. The game would also be alot more fun without it, because If you want to finish all the techs in a really quick time, you just simply build tonnes of caravans, which uses no skill and alot of boredom,

SOOOOO- I think we should see who can finish all the techs in the quickest time,
My quickest is about A.D 1600 which I got in industrialisation within BC1000 and after that i had every tech taking 3 turns exept until it went to 2 turns, exept for anarchy periods.
This way of playing the game should be much more fun, ad competative, Also it will make other concepts more interesting
ie. city improvements.

Kovalie

ps tomato soup RULES
 
Interesting idea...no caravans at all

Personally I use trade and caravans a lot to make money so I can keep citizens happy and balance research - the more citizens with happy faces the higher the score!

Using caravans to rush wonders etc does feel a little like an exploit and I don't use it unless another civ is close to beating me to it.

Civ3 doesn't have trade caravans and a lot of people (noted in civ3 forum) bemoan the lack - maybe there should be trade caravans in future civ games but perhaps not with the full effects as in civ2 - maybe money generation only or hapiness only!

Don't think I'll give them up though when playing civ2. ;)
 
I agree with Hawkster that trade should only be able to be used for money and happiness, not for wonders. If they are used for building on a wonder only 10 shields can be used at a time and you have 250 pcs of gold minus from your treasury. That would add up fast for some people and make it more a tech. race.
 
Most of my games (up to a year ago or so I guess) trade was a non-factor -- didn’t use it didn’t see the value. I built a lot of libraries, and a number of universities in large cities -- late game would get a tech per turn and I thought it was great.

Didn't know about the use of caravans with wonders then either. Instead I often built a bunch of two move units & disbanded them to get some key wonders built early on.

Since I discovered the secondary advantages of trade (science) & and the primary ones as well ($$$), trade has become more important -- rivaling the other pillars (search, grow, conquer) of civ.
 
I always just used the caravans as a cheaper way to rush wonders, there's nothing like building the hoover dam in one turn, not that that's ever really but it's still fun.

the way to fix the trade caravans for future games is to seperate work and resources into two different things that way the caravan can bring over a load of stone for the great wall but it'll still take years of work to get done.
 
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