Harbors and Trade

Delphi456

Prince
Joined
Nov 30, 2006
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Location
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Is merely having a harbor (as well as the other civ having a harbor) enough to establish a trade route, or do I need a galley to be able to trade?
 
Thanks.

Now, assuming I have a lux res connected to my capital, but not to my harbor city, and the harbor city isn't connected to my capital. Would I still be able to trade this lux?
 
The city in which you have a harbour must be connected to your capital IIRC.

Note that you need a tech (is it Magnetism?) to trade via ocean squares though.
 
The city in which you have a harbour must be connected to your capital IIRC.

And it could be connected via an other harbour of course. As long as at least one city with a harbour is connected to your capital with a road, or maybe your capital itself has a harbour...

Note that you need a tech (is it Magnetism?) to trade via ocean squares though.

Same for sea tiles. Forgot witch tech though.
 
But, no civ has Astronomy or Magnetism yet (I'm 2 turns from Astronomy). I'm playing pangea - not sure if that matters. Maybe it's Map Making????
 
You can trade by coastal waters before Astronomy; the risk is that the route is easily interrupted, eg. by barbarian galleys.
 
Id you're a) playing pangea and b) have a lot of workers and c) want to play peaceful then road your way to your neighbours to establish trade connections.
 
Does the risk of having an overseas trade route ever subside? I had my reputation absolutely ruined in a couple of my early games, often by unknown forces, when I had traded on a 20-turn basis overseas. For example, if I own Alpha continent and have established cities with harbors on Beta, can I trade to civs on Beta without worrying about my trade route? Does it make a difference whether the resource that I'm trading is located on Alpha or Beta? (I assume it does not, since you can't choose, e.g., which source of spices to trade).
 
As Bartleby said, watch out for those darned barb galleys roaming around until they can't respawn any more (heck even beyond that).
 
But what about civs I'm at war with? What if one of them lands on my route from Alpha to Beta? Also, can I have more than one route? If I build 20 harbors on the coast of Alpha and 20 on Beta, does that make it any less likely that my trade routes will be interrupted? If not, is there any way to see my trade route? I might be interested in protecting it if I can find it.
 
Aab - Isn't your overseas trade route simply the tiles you've explored? So if you cut a wide swat thru the ocean, there's little chance of barbs blockading it.
 
That's what I don't know. But if it were simply any tiles I've explored, I don't see how a barb galley crossing it could cut it, unless I had only got a 1-tile-wide line going to the other continent. . . . or at least a one-tile chokepoint along the route. Either of those would seem to make trading overseas less risky than it appears to be, as the problem would seem fairly easily solved.
 
No, what Bartleby was saying is that if you didn't discover the necessary techs, and you can only trade within coast tiles, the trade route will never be more than a tile wide, so any naval unit will interrupt it. (the random map generator never puts more than one row of coast tiles near a continent, obviously :)) When you have Ocean trade enabled, it can't be interrupted no matter what, because you have virtually unlimited possible trade routes, it's impossible to have all the ocean tiles blocked by enemy units. :)
 
once you have astronomy or the great lighthouse (thus, sea trading), it's pretty easy to set up trade routes that the barbs can't cut. Once you have ocean trading, it's pretty much impossible to cut ocean trade routes.

before then, be very careful with oceangoing trades...
 
After spending ~1000 years trying to repair my rep in that game, I pretty much haven't traded in such a way as to have to worry about it - IOW, no trades where I was giving a resource in a 20-turn deal overseas. Now that I see how it works, though, I can (hopefully) make better use of it.

You can not repair your reputation.

I hope you are not confusing AI attitude towards you with trading and diplomatic reputation. :)

When you break a turn based deal, you reputation is ruined for the rest of the game.

There is only one exception:
If you break your rep with a civ, or a bunch of civs, that did not yet have contact with with an other bunch of civs (on an other continent for example) and you can completely wipe them out before they make contact with other civs, then the civs on the other continent will not be aware of you breaking any deals. :)
 
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