Hey all, thanks for all the work everyone puts into this site (and the other one). As I've said in other threads, I've become convinced its easily worth the effort to do the micromanagement required to increase trade. I play large map deity against the AI and in order to stay ahead and eventualy win, trade is essential.
I've found alot on trade here and its all very good, but there's alot of it. There are only so many hours of my life that can be sacrificed to researching trade issues so I need to learn slowly. Can someone post a link to the simplest, most succinct summary of trade advice? There's just too much out there. For instance, somewhere, I can't remember where, I read that it matters from what direction your caravan enters the city (why that should matter eludes me). That's the kind of detail that drives me crazy, but on the other hand, I have to admit something like that is helpful nonetheless.
Some things I've already learned and apply as I play and questions to go with it:
1) An SSC can in itself provide an empire with enormous trade and science benefits. Set up the best trade 3 routes possible and replenish them later in the game as commodities change.
Questions on SSC:
a) I've often read something like "build an SSC.... send caravans from all your (inner) cities to your SSC." Why? If you can only have three trade routes why would you send caravans from more than 3 cities other than to build its Wonders? Is it for the one time bonus? And if so I thought the one time bonus would be higher if there were increased arrows in the source city, not the destination city.
b) Related to question a: Should I focus on sending caravans _to_ my SSC for things it demands or _from_ my SSC for things it supplies, or both?
(And yes I also know about building a courthourse in my SSC early on if its not my capital)
2) You can increase the one time bonus in gold and beakers by paying attention to things like distance, size of the cities, whether they are foreign civs, on other continents, connected by roads/rail, the amount of trade arrows in the source city, etc. You can find all kinds of charts on this site with more information than you would ever want regarding this.
Sure its nice to get the one time bonus, especially because its beakers as well as gold. And its easy to remeber to do some of these things. But how do people feel about the relative importance of this as opposed to just getting good trade routes set up for the long run. Sometimes waiting for a road to be completed or getting a trade route to a very far flung place risks the caravan getting destroyed or the commodity changing on you before the carvan gets to its destiantion. In your opinion, what's more important and to what extent?
3) Certain commodities are better than others for trade. There are charts for that and even a pattern as to what commodities will appear as supply and demand, based on the proximity of your cities to various things on the map.
That is way too much detail for me. Or is it? Should I be less lazy?
Also, a general question on trade and approaches to city improvements:
For trade junkies, which improvements do you build or make a priority? I used to always build marketplaces/banks, libraries/universities before I got around to caravans. Now I always make sure cities have at least two trade routes before I build market/lib. And then I might not even get around to those imporvements unless the city has a lot of trade arrows. But I feel like maybe I've gone too far in that direction.
Again, I play deity large map against the AI. This is what I do with my cities as I expand:
1) Build new new city, give it a name that helps me remeber where it is (so i don't get confused when I'm buiolding trade routeS)
2) Build defensive units and settlers (in varying # and order depending on city location)
3) Build temple (I have mikes and bach's, but this is deity and I use rep. then demo. until late fundy for conquest)
4) Maybe Build a granary (you can't build Pyramids in deity and manage happiness early on but later on you want your cities to grow. Of course there is the opportuinty for growth from celebrations, but I often go with a granary)
5) Build Caravans
6) Build other military unit(s) if needed, or a diplomat/spy (or more caravans for local wonder building)
7) Build anything special the city might need or be good for (harbor, city walls, transport ships, etc.)
8) Finally build marketplaces and libraries, banks, etc.
So that means it is a very long time before i get to marketplaces and libraries, etc. Sure there is the occassional rush build and the order is sometimes different depending on the situation of course. But in general, I don't get to them until much later because I have shifted the focus to caravans and trade routes. Should I reassess this approach?
On the current game I'm playing its 1850. I'm in Demo and I've got a huge empire on one ginormous continent with many trade routes, but my income isn't so hot (maybe 150 per turn). New discorveries are every 4 turns. (Lux at 30%) I don't have as much foreign trade as I'd like, for various reasons, but still my economic picture should be far far better. I have alot of trade routes but very few marketplaces/banks/stock exchange. I'm slowly conquering my neighbors but I should be much further ahead. Sigh.
I've found alot on trade here and its all very good, but there's alot of it. There are only so many hours of my life that can be sacrificed to researching trade issues so I need to learn slowly. Can someone post a link to the simplest, most succinct summary of trade advice? There's just too much out there. For instance, somewhere, I can't remember where, I read that it matters from what direction your caravan enters the city (why that should matter eludes me). That's the kind of detail that drives me crazy, but on the other hand, I have to admit something like that is helpful nonetheless.
Some things I've already learned and apply as I play and questions to go with it:
1) An SSC can in itself provide an empire with enormous trade and science benefits. Set up the best trade 3 routes possible and replenish them later in the game as commodities change.
Questions on SSC:
a) I've often read something like "build an SSC.... send caravans from all your (inner) cities to your SSC." Why? If you can only have three trade routes why would you send caravans from more than 3 cities other than to build its Wonders? Is it for the one time bonus? And if so I thought the one time bonus would be higher if there were increased arrows in the source city, not the destination city.
b) Related to question a: Should I focus on sending caravans _to_ my SSC for things it demands or _from_ my SSC for things it supplies, or both?
(And yes I also know about building a courthourse in my SSC early on if its not my capital)
2) You can increase the one time bonus in gold and beakers by paying attention to things like distance, size of the cities, whether they are foreign civs, on other continents, connected by roads/rail, the amount of trade arrows in the source city, etc. You can find all kinds of charts on this site with more information than you would ever want regarding this.
Sure its nice to get the one time bonus, especially because its beakers as well as gold. And its easy to remeber to do some of these things. But how do people feel about the relative importance of this as opposed to just getting good trade routes set up for the long run. Sometimes waiting for a road to be completed or getting a trade route to a very far flung place risks the caravan getting destroyed or the commodity changing on you before the carvan gets to its destiantion. In your opinion, what's more important and to what extent?
3) Certain commodities are better than others for trade. There are charts for that and even a pattern as to what commodities will appear as supply and demand, based on the proximity of your cities to various things on the map.
That is way too much detail for me. Or is it? Should I be less lazy?
Also, a general question on trade and approaches to city improvements:
For trade junkies, which improvements do you build or make a priority? I used to always build marketplaces/banks, libraries/universities before I got around to caravans. Now I always make sure cities have at least two trade routes before I build market/lib. And then I might not even get around to those imporvements unless the city has a lot of trade arrows. But I feel like maybe I've gone too far in that direction.
Again, I play deity large map against the AI. This is what I do with my cities as I expand:
1) Build new new city, give it a name that helps me remeber where it is (so i don't get confused when I'm buiolding trade routeS)
2) Build defensive units and settlers (in varying # and order depending on city location)
3) Build temple (I have mikes and bach's, but this is deity and I use rep. then demo. until late fundy for conquest)
4) Maybe Build a granary (you can't build Pyramids in deity and manage happiness early on but later on you want your cities to grow. Of course there is the opportuinty for growth from celebrations, but I often go with a granary)
5) Build Caravans
6) Build other military unit(s) if needed, or a diplomat/spy (or more caravans for local wonder building)
7) Build anything special the city might need or be good for (harbor, city walls, transport ships, etc.)
8) Finally build marketplaces and libraries, banks, etc.
So that means it is a very long time before i get to marketplaces and libraries, etc. Sure there is the occassional rush build and the order is sometimes different depending on the situation of course. But in general, I don't get to them until much later because I have shifted the focus to caravans and trade routes. Should I reassess this approach?
On the current game I'm playing its 1850. I'm in Demo and I've got a huge empire on one ginormous continent with many trade routes, but my income isn't so hot (maybe 150 per turn). New discorveries are every 4 turns. (Lux at 30%) I don't have as much foreign trade as I'd like, for various reasons, but still my economic picture should be far far better. I have alot of trade routes but very few marketplaces/banks/stock exchange. I'm slowly conquering my neighbors but I should be much further ahead. Sigh.