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I can only trade with one AI. I've contacted all the AIs myself exploring the world with my junks. I've met junks and galleys from most of the AIs, and all of them know map making. Are they not building harbors? Too far away? How does the game decide when trades are allowed across the seas?
 
Despite building cruise missiles, working on nuke sub, harbor, strat materials, i cannot get destroyers, battleship, bomber or fighter to appear on builds list. What am I missing?
 
Markus5 said:
I can only trade with one AI. I've contacted all the AIs myself exploring the world with my junks. I've met junks and galleys from most of the AIs, and all of them know map making. Are they not building harbors? Too far away? How does the game decide when trades are allowed across the seas?
I ran into this just recently and I looked in the civlopedia (sp?) and it said that you have to have the technology to traversed EACH and EVERY square between your harbor and another in order to trade. So even if your galley can make it in one turn across on sea square between continents, you won't be able to trade with the other continent until you get magnatism (I think).

I ran into this when I had a nearby continent and had harbors on both continents and could not get the gems across to my main cities until later.
 
I was wondering about luxuries while at war. I had gems on one continent with a city and harbor, a city here and there on other continents, and my capital on a separate one. Are the gems cut off from the capital during war? Is there a specific way to block this trade, or is it automatic? Does an airport allow the trade? I seem to recall something about blockading trade routes, but I don't completely understand.
 
@Markus5: Tubby is right. You can't trade by water if there's even one tile of the wrong type between you and the other civ. But Magnetism isn't necessarily the required tech. You can trade over sea tiles with Astronomy or the Great Lighthouse, and you can trade across odean tiles with Navigation or Magnetism.

Both you and the other civ must also have harbours, connected by road/rail to the two capitals, and there must be a continuous sequence of water tiles of the right type between your harbours. There must be no enemy or barb units in the way on sea or land.

Once you have Flight you can set up trade routes as long as both civs have airports connected by road/rail/water to both capitals.

@Zelda's Man: The above will determine whether trade routes exist during war. Enemy units, or barbs can disrupt trade routes. When they do any existing trade deal is broken, resulting in a rep hit.
 
doug_blair@msn. said:
Despite building cruise missiles, working on nuke sub, harbor, strat materials, i cannot get destroyers, battleship, bomber or fighter to appear on builds list. What am I missing?
I would guess oil. Nuc Sub only requires Uranium. Cruise only needs aluminium. Battleships, destroyers, conventional subs and transports need oil. [EDIT] and fighters also need oil.
 
Do culturally controlled regions block sea trade during war, or do the troops/ships have to occupy the squares?
 
Yes, they do. If a road (even one tile) from your civ to another civ is in your enemy's territory, and you are at war with them and have no other trade routes, you can't trade.
 
Well, it must be missing harbors, I guess. I know there are routes to at least two other civs. Maybe the civs haven't connected their harbor cities to their capitals, yet. Well, I need patience. I could use trades for lux, though.
 
Link, others have answered everything else but yes airports allow trade and as far as I know trade cannot be blocked between two cities with airports.

In Civ2 fighers could shoot down airlifted units but I don't think that's the case any more.
 
No, its not possible to stop airports from trading so as soon as you can afford them in the game and have the advancement to ba able to build them you should. It guarentees a good trade communication between your islands and your capital since that is where you should build your first one. Every island, both geographical and cultural needs an airport. It also allows you to trade anytime with other civs that have an airport.
 
Conquests question:

Seafaring civs get not only extra movement on their sea units but also a reduced chance of sinking in sea/ocean prior to the appropriate techs being researched.

The chance of a ship sinking for a non-seafaring civ is 50%; what it is for a seafaring civ?

Renata
 
To answer your question about seafaring civs I first suggest checking your manual about the civs, a seafaring civ is a civ with a seafaring bonus, such as the Byzantines, the Carthaginians, the netherlands, portugal, the scandinavians, the spanish just to name the new ones. The way to tell is when you are selecting a tribe to start a game with it tells you right under the moving portrait (in brackets)(get it) along with your name. its a simple mistake but a common one. You must remember that each civ has its own combination of the different types in order to make each different.
 
Thanks, I know all that. I just want to know the precise risk of sinking for a seafaring civ's units on unsafe tiles.

Renata
 
Renata, you intrigued me. :) I decided to set up a test giving a Seafaring civ (England) 50 curraghs and a non-Seafaring civ (Rome) 50 curraghs at the start of the game.

My results: England lost 13, and was left with 37 the first attempt.
Rome lost 23, and was left with 27 in the first attempt for them.
The second time around, England was left with 35, and Rome with 20.
Third time: England kept 36, and Rome with 22.

Judging on these three attempts, and averaging them together, I will conclude with saying Seafaring civs have a chance of sinking in ocean of 72% (perhaps it should be 75%?) and non-Seafaring civs with a chance of 46% (perhaps it should be 50%?)

All trials done on Regent, only 1 human civ, no AIs. They were done on the first turn in ocean. If you would like, I can do it to see if 1 or 2 turns in water affects it, or the difficulty level. Or I can try it and see if Sea makes a difference.

No matter the numbers, Seafaring civs definately do have a significant advantage. :)
 
thats pretty cool. I would never of conducted an experiment to test it but just guessed on the amount of advantage. Though it kinda does put them on a disadvantage since other civs have more land based advantages with their special civ type. So it still seems its all up to the player as to what advantage they want.
 
Ginger_Ale said:
I will conclude with saying Seafaring civs have a chance of sinking in ocean of 72% (perhaps it should be 75%?)
Don't you mean NOT sinking!? ;)

Good analysis though, Ginger_Ale. :goodjob:
 
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