Rik Meleet said:
Request to the trainee's on trading
If you are going to make a trade; save the game and then trade. In your turn-report write down very detailed what was traded, how and most importantly
why you made that trade. I'd also appreciate it if you send me a PM that there is a save for me to judge.
To keep the pressure off off the CFC-FTP server you can email me the trade-saves as well.
I could as well judge the trainer's trade ...
@Rik, that is a most generous offer and I am looloing forward to your critiques of my trades....
oopsy poopsy said:
Before this starts to happen, if you or anyone else has some rules about trade value it would help or just point at an article. I've looked through the editor to see that CB, and Pottery are 2's and other's are 3's and 4's and so on all the way. But what does that really mean in terms of how much gold should be paid for each and how much doesn't the number of people who already know the tech effect the cost/value depening on how you look at it?
@o-p, ainwood's Civassist has a tech cost calculator built in which takes all those factors into account and gives a base cost for a tech in beakers (1 beaker=1 gold piece).
There is one other factor not included which is the AI/AI Trade Rate factor. The Trade Rate Factor is applied as a discount on AI to AI trades. Somewhere there is also an AI/Human trade rate factor which is applied as a mark-up to the base cost on AI to Human trades and a discount on Human to AI trades.
At any rate the human will pay more and get less than in a comparable AI to AI trade. You can figure that mark-up/discount on a case by basis by comparing the base cost from the calculator to the actual bid/offer in the trade screen.
(
@Rik, am I right here, or is the mechanism different? I haven't studied the editor or the game mechanics or done any formal analysis, so my evidence for all this is purely anecdotal)
trikos said:
As I understand it, our objectives for the cities are:
- 12 workable tiles for each city (preferably land for production)
- Emphasize commerce. We are going to need it badly.
Working water with harbor might not be so bad from a commerce perspective (but in general?). We can also hope for republic, which means we will need cities with 6+ pop, so we don't have to pay for our units.
@trikos,

on the objectives statement.
I love coastal towns....even though they are shield poor, so let's build lots of them. They are commercial machines.....It was the legendary player, Sirian, who refined the "fishing village" to a high art in Civ3 1.29 which did not have nations with the seafaring trait. Anyway, the fishing village is a pop6 town close to the capitol (reduced corruption) with maximum water access, a harbor, maybe a courthouse, maybe a temple or library for border expansion and all the commercial improvements (marketplaces/banks/stock exchanges) and that was it. Get enough of those little villes and a commercial/seafaring nation can spin gold. If there is a fish bonus or a single landbased food bonus even the harbor is unnecessary in the early going and those coastal towns generate 2gpt with no worker turns under any government. Add the commercial and seafaring city center gold boni....I think you see what I mean.
And we have some really choice spots for fishing villages to the SE of Carthage.
And if you think this post is long wait until we encounter a major speed bump....
