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Topic:   Food Caravans...? Format for Better Printing
Eddy


b.02-15-99
posted April 10, 2000 16:55   Click Here to See the Profile for EddyClick Here to Email Eddy Visit Eddy's Homepage!
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Some people that I have spoken too have denounced the use of food caravans as cheating.

What use would that be?! Tell me again.

I used it in a SP game, and thought it could be useful in a MP game...

What uses for a food caravan except to fill the granaries?!

One other question if this is kosher, is once a food trade route is established how do you get rid of it? I've tried making new ones but I can't get rid of it!! Doh!

Its probably a question asked alot and I have made an effort to backtrack through the volumes of backdated messages but there are tons of em! You people do message alot!

Eddy

ps, who would want to disable smiles?!?

SandMonkey


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posted April 10, 2000 19:20   Click Here to See the Profile for SandMonkeyClick Here to Email SandMonkey Visit SandMonkey's Homepage!
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Well, i think some people consider using food caravans to rush-build wonders is a cheat, but hey, the game designers OBVIOUSLY had this intended (since it's a friggin option on the menu!).

If you want to cancel a food route, the best way i have seen is just send a food caravan from a different city to the one you are trying to cancel the route in. The +1 food will cancel the -1.

And as for other uses.... build tons of food caravans, store them all in a city, and when you want to build a wonder, have them all move out, and then back into the city and you can rush build the wonder in one turn!

Smash


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posted April 10, 2000 20:06   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
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food caravans are not a cheat.They provide a way to counter "we love" days of Republic and Democracy.The trade route penalty is evidence of this.It is covered in the manual.Especially using them for wonders.

if the sending city runs out of food the food "trade" route will be canceled

AkwaticDudeCity


b.02-15-99
posted April 10, 2000 20:45   Click Here to See the Profile for AkwaticDudeCityClick Here to Email AkwaticDudeCity Visit AkwaticDudeCity's Homepage!
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To cancel food traderoutes, establish regular traderoutes.
Only the third traderoute from the supplying city will cancel the food traderoute. For the receiving city it doesn't matter.

But what's that about food caravans being a cheat? That's probably the most ridiculous thing i've ever ... ogh, next thing you know someone is going to claim building cities on mountain hexes is a cheat too

------------------
ugh crud, why won't they fall prey to my Machiavellian schemes?

Carolus Rex


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posted April 11, 2000 19:38   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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Erh, hm...

Food caravans per se is not a cheat, how can they be? Using them for wonder building or disbanding purposes is no different than using commodity caravans!

It's the food caravan trick that some people (your's truly included) consider a cheat.

Carolus

rah


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posted April 12, 2000 08:30   Click Here to See the Profile for rahClick Here to Email rah Visit rah's Homepage!
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So let me get this straight. Their secondary use is ok, but using them for what they were designed for is cheating?

RAH
Even the Ferrets can't make sense of this one.

Ming


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posted April 12, 2000 08:54   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
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ROTFLMAO...
I agree with the ferrets
Carolus Rex


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posted April 12, 2000 14:17   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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To the Lord of the Ferrets (and relatives!)...

Was growing cities one pop a turn using food caravans intended by the designers? I wasn't referring to adding one food per turn, obviously that's not a cheat!

Carolus

[This message has been edited by Carolus Rex (edited April 12, 2000).]

Smash


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posted April 12, 2000 14:30   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
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Yes it was.read the manual.
Ming


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posted April 12, 2000 14:36   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
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YEAH... read the manual... Still ROTFLMAO...

Steve Clark


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posted April 12, 2000 15:00   Click Here to See the Profile for Steve ClarkClick Here to Email Steve Clark Visit Steve Clark's Homepage!
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You can think of a caravan that is disbanded to build wonders as an EMPTY one, regardless what you initially choose to carry. The 50 shields you get is just the value of the camel meat butchered for the dogs.
mindseye


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posted April 12, 2000 23:41   Click Here to See the Profile for mindseyeClick Here to Email mindseye Visit mindseye's Homepage!
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Using food caravans to build Wonders is perfectly legitimate!

(1) They cost the same to build as any other caravan. Since they really represent a city-to-city transfer of shield resources, their contribution to the Wonder should be the same.

(2) Unlike, say, ship-chaining, it still makes sense within the context of the game (important criteria). Major shipments of food into a city could certainly allow for a larger workforce to concentrate on building the Wonder at hand.

The Mad Monk


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posted April 13, 2000 00:34   Click Here to See the Profile for The Mad MonkClick Here to Email The Mad Monk Visit The Mad Monk's Homepage!
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quote:

Was growing cities one pop a turn using food caravans intended by the designers?

Was growing cities one pop a turn using WLT*D intended by the designers?

Carolus Rex


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posted April 13, 2000 14:07   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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Ming, does this mean that 8.3) in the cheat list should be deleted?

Now I'm really confused...

Carolus

Ming


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posted April 13, 2000 14:57   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
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No... it is still a cheat the way I suggest using it. I don't think the designers had any clue that you would keep sending food caravans to a city from THE SAME CITY! By doing the same city to same city, only ONE food route is charged against the originating city... allowing you to send as many as you want, growing the city to super size while only having a minus 1 food from the supplying city. Now, that's a cheat... (I think )

Eddy


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posted April 13, 2000 18:48   Click Here to See the Profile for EddyClick Here to Email Eddy Visit Eddy's Homepage!
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So Ming, to use the food caravan just to one city is allowed, but more than once is not because it stays at -1 no matter how many times you send in a food caravan.

So, if I establish a food caravan to a city, then get another city to cancel that route by forming another, can I not then re-establish another food trade route?

....and so on? Is that cheating.... and then who would know if that was done... and not the other way?!

Eddy

AkwaticDudeCity


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posted April 13, 2000 20:19   Click Here to See the Profile for AkwaticDudeCityClick Here to Email AkwaticDudeCity Visit AkwaticDudeCity's Homepage!
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Ming, Eddy
In case you didn't know; a foodroute from one city to another gets cancelled by establishing regular traderoutes. You'll need three functioning regular traderoutes from the supplying city. The third will cancel it.
It is possible to establish several foodroutes to one city from several others. This way you can grow a city to an extremely large size for whatever purpose(s) you might have and it will be able to sustain its size.
Concerning if the use of foodcaravans to grow a city is a cheat, i don't think so. I imagine the caravan brings to the city large amounts of food, which attracts immigrants and stimulates the locals to 'breed' a little more intense because there's security of food for the newborns. Imagine the supplying city pooling its resources for those few or that one turn to intensify their local foodproduction and process it so as to ship it to the receiving city. It makes perfect sense to me.

------------------
ugh crud, why won't they fall prey to my Machiavellian schemes?

Jim W


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posted April 14, 2000 02:39   Click Here to See the Profile for Jim WClick Here to Email Jim W Visit Jim W's Homepage!
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Sorry, folks, I'm confused again.

Now, the "food caravan trick" consists of making a food caravan, sending it out of the city,, then back in, producing a trade food loop for one city?

On the other hand, I've been doing a lot of building of units, buildings, and so on, by sending out a food caravan from one city to another, then disbanding it on arrival. This I take to be the ewuivalent of transferring resoources from one city to another in order to build things, and I sure hope nobody is going to tell me it's a cheat.

Last thing, what is "ship-chaining?" I don't think I've ever done it, but just to make sure...

Thanks,

Jim W

AkwaticDudeCity


b.02-15-99
posted April 14, 2000 05:22   Click Here to See the Profile for AkwaticDudeCityClick Here to Email AkwaticDudeCity Visit AkwaticDudeCity's Homepage!
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Jim
you need not be confused;
quote:


making a food caravan, sending it out of the city, then back in, producing a trade food loop for one city?


that is not a cheat, in fact it is impossible. If the foodcaravan enters its homecity nothing happens.
About your 'production-transport', i don't think that's a cheat either, although i wouldn't recommend doing it. A caravan/freight costs 50 shields. If you disband it to speed up production for anything besides a wonder, you'll lose 25 shields and gain 25 for production. Not really efficient i would say
But here's an off-topic tip from me 2u i use for rush-building. For example i need armor (80 shields)in one turn, but the producing city has a production of no more than 50. This means the city would take two turns to build the armor and 'lose' 20 shields too. What i do is i deduct the city's production from the required shields and 'buy' the rest. In this case i bought a diplomat of 30 shields and changed production to armor. The city will now produce the armor in one turn with minimum loss of shields. You can also rush-build improvements this way. Just make sure you don't change the type of what you're building. When rush-building units, buy units and the same goes for improvements.

------------------
ugh crud, why won't they fall prey to my Machiavellian schemes?

Ming


b.02-15-99
posted April 14, 2000 08:21   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
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Let's try explaining the food caravan trick one more time.

The basic form:
City A is the city you want to grow.
City B is the city supplying the caravans.

Send a food caravan from city B to A.
The first caravan fills the food box for city A.
Rush build food caravan in city B.
Next turn, send another food caravan from city B to A. This will add a population to city A.
Repeat until you get bored.
Every two turns, city A will grow by one population. You can get cities over 100 pop this way.

City B will only show a minus one to it's food, even if it sends 50 caravans to city A.
As long as it keeps sending them to the SAME city.

You can use half your cities to make the other half grow over 100.

Xin Yu came up with a trick where you rotate how you are sending the caravans so you can grow all you cities at the same time. It made my head hurt thinking about it, and was even more tedious.

Jim W


b.02-15-99
posted April 14, 2000 13:13   Click Here to See the Profile for Jim WClick Here to Email Jim W Visit Jim W's Homepage!
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But what is ship-chaining? The term itself doesn't seem to tell me anything.

Jim W

Paul


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posted April 14, 2000 14:14   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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When you transport a unit on a ship and the ship ends its turn in a square where an other ship is waiting you can wake up the unit. When you move the second ship it will transport your unit. You can use this to transport units over unlimited distance.
Eddy


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posted April 15, 2000 17:51   Click Here to See the Profile for EddyClick Here to Email Eddy Visit Eddy's Homepage!
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Ming,

I see your point about many food caravans from one city to another making the city grow 1 population point every 2 turns.

Do we not consider WLTC days in Demo and Rep, 1 population point every 1 turn a cheat?

My point being, if your in Fundy and you want your population to grow as good as in Demo and Rep, this is the only way!

If someone wishes to spend tons of resources on food caravans and not on building other units or wonders or something, isn't that just a different strategy?

Eddy
[Thumbs up for Food Caravans!]

George Garrett


b.02-15-99
posted April 16, 2000 12:00   Click Here to See the Profile for George GarrettClick Here to Email George Garrett Visit George Garrett's Homepage!
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Praise be to Ming, and others, for their tips on growing cities, via caravans, and ship-chaining.

Speaking for myself, the only "cheat" is when one toggles the "cheat" switch...and I've no quarrel with any who do this - as far as I'm concerned, anything else is innovation, or tried and true traditional tactics.
While my caravans are hanging about, waiting for their Wonder ("Trade...? - wot's dat?"), I like to put'em to work, wandering about, as cheap explorers, tearing aside the blacknes to find all them huts, that I'll subsequently fail to investigate. Or else I'll stow them in Cities other than the Science one for which they're ultimately bound,in the hope that, fortified,they can help the local garrison stave off attacks - they do have a defence factor, after all - has anybody tried defending a city -er- manned entirely by fortified camels? It seems to me, entirely possibe, if enough are stuffed into the city to get a defence factor of umpteen...and how do these "military units" affect the happiness of the local citzenry?...Whatever, an amusing concept.

geofelt


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posted April 16, 2000 20:48   Click Here to See the Profile for geofeltClick Here to Email geofelt Visit geofelt's Homepage!
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My camels once stopped a barb invasion. A new city was started near another which was accumulating caravans for a wonder. A barb ship appeard next to the defenseless city, so I blocked the landing areas with camels. The barb ship just stayed there until I could build a defense and remove the camels. Early on(and later also, I think), the barbs do not have an amphibious capability.
Carolus Rex


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posted April 17, 2000 07:34   Click Here to See the Profile for Carolus RexClick Here to Email Carolus Rex Visit Carolus Rex's Homepage!
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I do the same thing with any units available (if I can spare them), especially if it's a vulnerable city.

Problem is, the damn ship never leaves!

Carolus

The Mad Viking


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posted April 17, 2000 12:17   Click Here to See the Profile for The Mad VikingClick Here to Email The Mad Viking Visit The Mad Viking's Homepage!
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George G

Units with an attack strength of 0 do not help with happiness. (camels, transports and spies)

No matter how many you stack, they defend one at a time. But better camels than nothing!

The Mad Monk


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posted April 17, 2000 14:25   Click Here to See the Profile for The Mad MonkClick Here to Email The Mad Monk Visit The Mad Monk's Homepage!
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quote:

Units with an attack strength of 0 do not help with happiness. (camels, transports and spies)

Neither do they hurt, if you're in Republic or Democracy and send them out.

SandMonkey


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posted April 17, 2000 21:24   Click Here to See the Profile for SandMonkeyClick Here to Email SandMonkey Visit SandMonkey's Homepage!
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Man i thought i was losing my mind looking at the two posts above... Feb 2000... Mar 2000.... Feb 2000.... Mar 2000.... The Mad.... The Mad.... VIKING AND MONK! DUH!!!! Okay sorry just thought i would share my idiocy with others.

------------------
SandMonkey

"Shut up brain or I'll stab you with a qtip"
-Homer Simpson

"Ecky ecky ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail

George Garrett


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posted April 17, 2000 22:05   Click Here to See the Profile for George GarrettClick Here to Email George Garrett Visit George Garrett's Homepage!
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Viking, NOTHING helps with my happiness, my cities are ever in turmoil, no matter what I do for 'em, wise and humane ruler tho I be...
I throw temples, colleseums, cathedrals,etc at the problem but that moody mob of municipalities is ever on my mind... wouldn't have it any other way tho - gives a unique twist to the great game...thanks for your input.
<font size=1 face=Arial color=444444>[This message has been edited by George Garrett (edited April 17, 2000).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by George Garrett (edited April 17, 2000).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by George Garrett (edited April 17, 2000).]</font>
[This message has been edited by George Garrett (edited April 17, 2000).]
Scouse Gits


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posted April 18, 2000 07:25   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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ADC - incremental rush buying for units can be done in sets of ten shields at 25 gold per set. i.e. to 'buy' a caravan, select warrior, buy for 50g (see note), select phalanx, buy for 25g, select archer/diplomat, buy for 25g, select legion/trireme, buy for 25g, select caravan, buy for 25g - 150g total
note - if you let one shield be built ordinarily so that you don not start with an empty box the first warrior costs < 25g.

Now - of course you can't do this once you have advanced to the point of having musketeers as you cheapest unit - the trick now becomes to initially select barracks, buy, change to musk and move on up - yes! even with the 50% switch penalty you do better buying a barracks first - please try it! (I learnt this one from Xin myself!)

Just for completeness, the bit at a time approach only works for units. However, if you must start with an empty box buy the barracks (warrior) first just to get some shields in the box then switch to the item you desire.

George trade if you do not use caravans for trade (as well) you are missing out in a big way - the extra trade from a trade route improves happiness and increases your science production - the initial gold bonus is matched by a (hidden) beaker bonus that can transform your science performance beyond recognition - do give it a try - you will truly be amazed.

Enjoy

------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor

George Garrett


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posted April 18, 2000 08:34   Click Here to See the Profile for George GarrettClick Here to Email George Garrett Visit George Garrett's Homepage!
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Aha! Scouse, you may have put your finger on my weakest spot...I must admit, that I don't trade until late in the game(if at all)mainly because it's such a bind!
First one has to go thro all that unciv-like rigmarole over supply/demand choice, then have to remember which caravan is bound for where, usually while the information boxes keep popping up on the screen, distracting one with news of all that's going on in the game - if I don't jot down details (using paper and pencil while at the computer? - gimme a break!), I'm apt to find my B.C. trading camels wandering aimlessly about in 2000. In short, trading in civ for me is no fun...and fun is wot I play civ for. Perhaps I should have suggested that Civ3 make trading simpler?
Thank you for your post,lah.
Scouse Gits


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posted April 19, 2000 14:03   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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George - Trade - Trade - Trade!
I agree that the way the trade is configured can be confusing - but it is the key to winning.
Trading might not seem much fun at first - but it's far better than losing.
Playing in Fundy you can keep your science rate at a very respectable level with consistent caravan deliveries.
----------
SG (2)
Dino the Dinosore


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posted April 22, 2000 16:46   Click Here to See the Profile for Dino the DinosoreClick Here to Email Dino the Dinosore Visit Dino the Dinosore's Homepage!
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George, what I do is run a small word processor (BBEdit on the Mac, you could even use that simple Notepad thing for Windows) as well as CIV, and when I build a caravan/frieght I put an entry in there like

Coal/Athens to Newcastle

whatever my plans are. Then when I'm moving I just flip between applications to check up on where they're going. Of course you have to keep checking and maybe updating if demands (or your plans) change. I also use it to keep a list of cities to check each turn while I'm running a "Love the leader" session to grow my cities.

Here's a weird thing I've seen, might be a bug - does this happen to anyone else? I start building a freight because the city shows it can supply something good (like gold or oil), but when it's completed - food is the only option given. I know a city's supply and demand can change randomly, but can what it supplies go away? It's possible that a freight from another city arrived in the meanwhile, but that shouldn't cause this.

PS The rumor that the Dino game was named after me is not true.

poppawoppa


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posted April 22, 2000 22:20   Click Here to See the Profile for poppawoppaClick Here to Email poppawoppa Visit poppawoppa's Homepage!
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Dino I think that if the AI sends your city a caravan, and supplies something that your city demands, in return, the AI also selects one of your commodities to set up a "return trip" trade route. In other words, the trade route goes both ways, they bring you coal, and take your oil back to the originating city. They get trade arrows, and your city now also gets trade arrows. You get the per turn trade arrows, but not the gold bonus or the beaker science bonus, since it was not your caravan. I could be wrong, but I think that's the way it goes. Keep on civin'.
Jim W


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posted April 22, 2000 23:19   Click Here to See the Profile for Jim WClick Here to Email Jim W Visit Jim W's Homepage!
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How about this one? For an extremely long time, in this game I'm presently playing (against the AI), I had one city both supplying and demanding oil.

Just to be on the safe side, I never chose oil, but I imagine that this could conceivably have led to a trade route between this city and itself.

Anybody ever seen anything like that, and does anybody know why it happens?

Jim W

KenThur


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posted April 23, 2000 07:47   Click Here to See the Profile for KenThurClick Here to Email KenThur Visit KenThur's Homepage!
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OK, can't resist adding my tidbits...for what they're worth:
A>> camel uses; lots of good points made above (except that wasteful build, move, disband=dumb, sorry, but it is).
a1> Trade IS wonderful & IS 1 of most important aspects of this game of BUILDING empires.
a2> Another good use while waiting their turn to throw themselves into a wonder (or anytime for that matter) is as "LP's" (Listening Posts to U non-vets). Place them at key points of possible enemy approach in sleep mode, ie; mountain passes, coastal squares at entrance to bays, etc. If an enemy passes by, U R alerted to them & perhaps will still be able to see what it is at end of his turn.
They don't cause or help unhappiness + don't cost anything to maintain = can leave'm there as long as U want.
Also they are "immune" to being bribed & used against U (i mean face it, what's going to do? Bribe your caravan@great cost & attack U with a trade route?)
a3> Don't always use / make'm FOOD caravans. I'v found that if U have wisely selected a city's commodities for your initial trading routes & used up the valuable 1's (gold, gems, silver, etc). Then end up with only cheapies or worse yet, only supply choice left is no longer demanded by anyone (salt, hides, beads). Select THAT useless commodity instead of FOOD & use it for the above purposes. Your city (tho not necessarily immediately) will get a new, valuable commodity (coal, urainum) to use for a very lucrative future trade route! \

=========================================

B>> This never-ending, movement-by-"ship" complaining... PLEASE grasp the game fact that "ships" are a CONCEPT, NOT actual, individual vessels. As pointed out elsewhere in the gripe about "it takes forever for a ship to cross an ocean"(the polar opposite of the complaint herein), this the only way the designers could reasonable & effectively provide for ocean transporting of units. Think about.
B1> Is there any ship that has ever existed that could transport 2 complete divisions, corps, armies (whatever size U want to assign to a Civ unit)?
Naval units = a FLEET of vessels going back & forth during a given time frame to move entire units; but how could U show that on a grand strategy scale... dozens of little icons surrying back & forth while everyone is taking their turns?
b2> If U can grasp that, then the "unrealistic" "cheat" of "chaining" ships fades away. It simply represents as best it can in this game, the building & applying FLEETS of vessels to the task of rapidly moving large #'s of units / caravans. Ala; the convoys of WWII, the Spanish armada, movements of all large forces or supplies across water throughout history.
b3> It's like so many other things in this GRAND STRATEGY game... the units are CONCEPTUAL representations of what is / can take place. In general, whether it is caravans or ships, the more time & resources U spend, it only stands to reason... the faster the job gets done.

Make sense? Now play on...


------------------
"Hm-m-m, doubt me you will?"

[This message has been edited by KenThur (edited April 23, 2000).]

Venger


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posted April 23, 2000 12:05   Click Here to See the Profile for VengerClick Here to Email Venger Visit Venger's Homepage!
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quote:

Originally posted by George Garrett on 04-16-2000 12:00 PM
Praise be to Ming, and others, for their tips on growing cities, via caravans, and ship-chaining.

Speaking for myself, the only "cheat" is when one toggles the "cheat" switch...

The food caravan issue in question is a BUG, and utilizing said is a cheat. Clearly, the game was designed to take one food from the source city to the destination. The fact that it happens properly to different cities, but improperly to just one, should allow you to use the cognitive powers God gave you to determine something isn't right...

Venger
P.S. Is this still an issue in ToT??

Ming


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posted April 24, 2000 08:27   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
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Venger, I agree the food caravan trick is a cheat/bug. I have never used that trick in MP games. (or against the computer anymore)

But again, another reason why it's good to discuss before a MP game what is legal, and what isn't. There is still major differences of opinions on what is legal or not.

Against the computer, it really doesn't matter. You are playing for fun. Since no one really seems to be playing to beat records and have them posted, how you play against the computer is a personal matter.
If you want to cheat... fine. As long as you having fun, who really cares.
Now, MP is a different matter

Jeff B


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posted April 26, 2000 22:49   Click Here to See the Profile for Jeff BClick Here to Email Jeff B Visit Jeff B's Homepage!
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quote:

Originally posted by Carolus Rex on 04-17-2000 07:34 AM
I do the same thing with any units available (if I can spare them), especially if it's a vulnerable city.

Problem is, the damn ship never leaves!

Yes, the barbarian ship will eventually leave... it may take quite a few turns (and may even be related to discovery of particular advances, since units in random barbarian production are determined by the advances discovered).

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