Tips
for starting out
City
planning and development
Trade
The
military and strategy
Trade
(collected by Charlie, Andre, Uwe, Orodruin)
Trading with the computer opponent
Trade
agreements with your opponents help cement diplomatic ties. Your
relationship (relations = thumb) with the computer prospers in direct
relationship to the volume and equality of trade between you. Inasmuch
as there's a difference between the buying and selling prices it's usually
more profitable transporting the goods yourself. This work can be made
easier by using automatic trade routes to your opponents' cities.
The amount of each individual product to be traded can be set using
the automatic trade route menu. Be careful that you don't sell your
own supply short, by accident, in times of shortage. (If necessary,
set low trading volumes.)
Comprehensive trade with the computer opponent allows him to further develop his
cities, resulting in population growth, which in turn creates a greater
need for trade goods.
During the developmental phase of the game the computer will
be looking primarily for building materials (wood, bricks, and
tools). If you're short on cash you can make a bundle (and a friend
out of the computer) by selling these. Keep in mind, however, that this
allows the computer to spread out faster and to turn a profit (taxes)
much more quickly. If you neglect the development of your own settlement
for too long, you'll soon find that your tax income isn't sufficient
to pay the upkeep on your buildings.
From
the settler stage onwards the computer opponent usually has large amounts of
food and cloth on offer. If you're short on space you
can stop producing these for awhile, and get them solely from the computer.
In case of war, however, it's a good idea to have a well-filled warehouse
and an alternative strategy on hand. This also applies if the computer
should gain a monopoly with a high rate of production on alcohol, tobacco
products, spices, or cocoa. Personal experience has shown that the computer opponent
only offers gold and jewellery for sale in the scenarios.
The sale of ships, weapons, iron, ore, or tools to the computer
is undertaken at your own risk!
It can sometimes be profitable to buy your competitors' surplus
and offer it for sale over your own trading fleet.
The free traders
The free traders also deliver many goods at prices lower than
the current market value. (Example: it's possible to buy tools from
80$ on up.) It usually takes a little while until an inquiry gets around,
so plan your buying strategies well in advance.
At the start of the game you generally have a ship with 50 tons of tools
on board. These should do for
the first buildings and until the first 20 or so pioneers make the transition
to settlers. In order to avoid, or at least weaken, the looming tool
shortage you should start buying as many tools as you can as soon as
you can (finances permitting, of course). From this point on up to the
time when you can build your own mine, smelter, and tool
smithy you will need approximately another 100 tons of tools.
As long as there is already an iron mine in operation on one
of the islands you can buy your iron ore (from approx. 40$ on
up) directly from the free traders. This saves you the expense
of building and maintaining those expensive iron mines yourself.
Clothing, gold, and jewellery fetch the highest
prices and offer an attractive source of income during the middle phase
of the game.
As
long as you're the first, or only, one to produce a particular ware
you will have a monopoly in the island chain. The market for
these goods is usually large, and the free trader's warehouses empty
inasmuch as these products have never been offered here before. This
means the free traders are going to be very interested in these products
and they will be willing to pay higher prices for them (at least
in the beginning). Clothing, for example: you can build a tailor's shop
as soon as you have 200 citizens. An immediate expansion of the clothing
production promises to be very profitable, inasmuch as your own merchants
will be demanding clothing.
When selling your surplus production it's almost always a wise idea
to keep a reserve, at least as far as consumer goods are concerned,
to avoid shortages.
In case of an approaching shortage (during a population explosion,
for example), try and see if you can't buy the necessary products from
the free traders in advance. This way you have a little breathing room
while you arrange to produce the goods on your own.
The
sale price of a product should always lie higher than the production
costs to avoid taking a loss on the sale of that product. Changing
the selling price can let you find the maximum selling price of a product,
which is often higher than the standard price. If one of your opponents
requests a particular product you can offer it at slightly less than
market value in your own warehouse and leave the transport to them,
or to the free traders, without giving up much of your profit. You can
also try to get the goods delivered to your warehouse for "selling price
+ 1$". (E.g. wood can be sold through your warehouse for 20$ at the
start of the game.) This tactic is only useful when your ships are already
busy elsewhere.
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