It took way too long to get off this island...

Tancretus

Chieftain
Joined
Oct 26, 2020
Messages
47
Location
Between subsets of Infinity
civ_055.png


So isolated...
 
You're using civ3 city placement, arent you?
In civ1 water tiles arent that good, only to build ships and you only need one of those.
 
Caravans/trade routes worked wonders for me !

Marketplace + bank double the ammount of a trade route at the very least ! Very interesting !

Each city can have 3 trade routes.

Plus the trade also increases a little bit over time, it might be temporarely lowered during anarchy/revolution it picks back up fast...
 
Marketplace + bank double the ammount of a trade route at the very least ! Very interesting !

Marketplaces and banks have no effect over the amount of trade a city receives from a trade route, they only increase the luxury and tax output in the city, so they only affect part of the trade, and only after it has been received and allocated to luxury and tax. The amount of trade received fluctuates for other reasons--cities can grow or shrink, governments can change, etc.

In civ1 water tiles arent that good

I disagree. They aren't as good, but they're very good overall. Yeah, they can't produce shields like in Civ 3, but in Civ 1 there's also no shield waste. And 3 trade per square (4 with the Colossus) is a powerful incentive to work as many sea squares as you can. In fact, when fully grown, my biggest trading cities will often work more sea tiles than land. With fertile grassland or rivers and some fish, you only need 5-6 land squares to feed a city of 20 that will generate roughly 50 arrows before accounting for foreign trade. This baby doesn't need production. It can buy its way into space.

Which brings me back to the OP...


After all I've said, I find the city placement here slightly sub-optimal. Birmingham could've been built on the tip of the peninsula, one tile to the northeast of where it is now. That would've accounted for more trade (3 more sea squares) and made room for a bigger city to the west. But even with the current placement, if you cut down the forest, railroad the square, build on top of it and fully develop all land in range (turn the horses into forest for 1 more food), a city there can work all of its 9 sea squares and only the mountain would remain unused. Also, a city in the plains north of the London-Coventry railroad, could potentially generate 8 surplus food from its land tiles and the fish, 9 if you also irrigate and railroad the hills. This would allow it to work 5 more sea squares and 4 irrigated desert tiles for optimal trade. Both new cities will max out at size 13 and generate 7 shields--more than enough to meet their defence needs and leave a handy surplus for rushing the construction of those markets and banks. For me, this small isolated continent is a game-winning starting position.
 
I disagree, marketplaces and banks do influence the ammount received from trade, be it indirectly as you wrote, at least we seem to agree partially =D

How it exactly works hmmm... there is indeed a difference between F1 and F5 I believe it was.

In F1 the "pure" income can be seen from all cities in F5 the "market/bank/trade" income can be seen and it can be almost twice as high as in F1 ! ;)
 
Yes, F1 displays only trade (including the trade cities receive from trade routes), F5 displays the total output of lux/tax/sci after all of the bonuses for markets, banks, libraries, universities and wonders are calculated. The city screen actually often displays incorrect information about the value of trade routes. And no, markets and banks do not influence the value of trade routes, they only increase the luxury and tax output of the city after trade has been converted to coins and diamonds. Lets say you have a city producing 35 trade, which also has three trade routes bringing in 5 more arrows each for a total of 50. 20% luxuries and 20% taxes will net you 10 diamonds and 10 coins. Build a market and your income will jump to 15 diamonds and 15 coins but the trade routes will not change.
 
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