Top Priorities for Trade Commerce

Provolution

Sage of Quatronia
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Top Priorities for Trade Commerce

As our esteemed fellow citizen Dutchfire has stated, we need something to finance our empire, and thus I would like to focus on that in this thread:

1. Pottery (Gives us ability to build cottages, which is the only option for several of the locations surrounding our three selected city sites, also Granary adds 1 health for the rice paddies in Faith and Warlord Cities)

2. Sailing (Gives us ability to trade with nations with ports, well before we connect with ports, allows us to build Lighthouse in Arete for added food as well as two trade routes for all cities from Great Lighthouse - which I really want)

3. Currency (As Dutchfire stated, beats CoL by eons in terms of profitability, 1 trade route per city and access to market places and gold slider).

4. Calendar Route (Figures out global map location, as well as allows plantation, which allows us to profit from the five dyes and silk near Arete).
Dye City alone is more than 25 gold per turn, if placed where originally suggested.
 
What's the gold slider?
I think you mean Currency allows trading for Gold [gpt and lump sums]
 
Yes, I meant Currency allows for trading in gold, GPT and Lump Sums.
 
Currency is not so important until we have a large number of city's and at this stage in the game the extra trade route per city will only be worth 1 extra gold per city, other than that a good list, I hope these make it onto the tech list.
 
Pottery is already there, courtesy Philosophers Legion.
 
Should be noted that currency would be better, the more OB's we sign, depends whether they will if we declare war on Spain. Incidently, should we try to becomes good friends with another civ, take their stance against other civs (mostly) and basically make an early alliance.
 
I say side with Babylon as much as possible. Also, Currency is an excellent tech as already stated. Cottages are a must, obviously, but CoL will be needed to reduce the maintenance in our Spanish Conquests. So, I'd say CoL before Currency.
 
I would say sailing is quite high on my list, both being a prerequisite for Calendar, offering a series of buildings and wonders, as well as allowing us to scout the waters for other nations.

We only met two nations so far, near turn 40, so something is going on.
 
:rotfl:

The thread doesn't even come close to matching what the title said. I thought this was going to be about how we're going to trade with AI's.

Sailing helps commerce only after there is an explored coastal route or a connecting river. It doesn't make a big economic impact. Instead, the benefit is mostly for connections. Lighthouses are economically useful for coastal cities in financial civs. Usually for non-financial civs, the coastal gold is less than can be achieved with land tiles.

Calendar will be important at the right time, but it's still something like 50 turns off. Don't know why I have to keep repeating that small but very significant point.
 
Trade could also be internal, you know that, trade routes are resource-based, not necessarily foreign AI based. So roll around and mock all you want, but we are not laughing as you are.

Calendar is not as far away as 50 turns, in your mind maybe, but this is what is to be analyzed and presented. You call for respectful posts Daveshack, time you lived up to the premise, and maybe earn some votes in the long term.
 
Open the game, F6, click on calendar, add up the turns. It's easy to see that it's a very long time from now, even if we didn't research pottery, archery, and iron working.

And why not call the title "Commercial path research" or something closer to its contents?
 
Currency rules!

Together with open borders, it gives 1/2 gold per city, for free! It also allows markets, boosting income by 25% (and sometimes adding some happiness), and it allows us to sell some old techs to other civs for hard cash.
 
Currency would be very smart for Faith City, that has a gold supply up there, as gold and market work together.
 
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