From: mrh0631@zeus.tamu.edu (Mark Hesidence)
Subject: CIV: trade sumary
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Tue, 6 Oct 1992 00:57:00 GMT



  I seen posts qustioning how to make money and how to win in civilization,
  so I thought I'd give a summary of trade since it is THE MOST IMPORTANT
  part of the game.


                        WHAT DO YOU USE TRADE FOR

  Each city is generates a certain amount of trade (see below for how
  much).  The trade is split into three things: luxuries, taxes(money),
  and science.  Luxuries increase the number of happy people in a city.
  Taxes increase the amount of money you have.  Science is the rate
  at which you generate new technology.

  If you've played any at all you know that all of these are critically
  important, thus trade is the most important part of the game.

  You can control how much trade goes to Lux, taxes, and science by
  changing your tax and luxury rates.


                            HOW TO GET TRADE

  You get one point of trade when you put people to work on:

                   grassland with a road
                   plains with a road
                   desert with a road
                   river (no road needed, thus good spot to start
                          new cities)

  Two points for people working on an ocean sector.
  I forget the exact number six or seven for a gold sector and
  four or five for a gem sector.


                       GOVERNMENT EFFECTS ON TRADE

  If your government type is Republic or Democracy you get an additional
  point of trade for each sector that has some trade.  Most of your trade
  will come from plains and grassland, so if you have Republic or Democracy
  your trade will be much much higher than other forms of government.
  (On the down side it is harder to wage war if you are a Republic or
   Democracy, but that is another topic)

  All government types have corruption except democracy. Which means the
  farther a city is from the capital the more trade is reduced. Corruption
  can be seen as black trade makers in the city production screen. 
  An exception is communism whos corruption is always one, no matter
  how far from the capital.


                    HOW CITY IMPROVEMENTS EFFECT TRADE

        All the effects are only for the city with the improvement.

   Courthouse   decrease corruption

   Library      50% increase to science
   University   50% increase to science

   Market place 50% increase to lux and tax
   Bank         50% increase to lux and tax


   CARAVANS

     Each city can have three trade routes (the city builds a caravan
     and sends it to another city more than 10 squares away)

     Once you've established a trade route it will continue to generate
     trade each turn until one of the cities is destroyed.

     Trade routes generate more trade if the route is between big cities,
     the route is to a city on another continent, or if the city is
     from another civilization.  (twice as much if it is from another
     civilization)

     I've had trade routes of size 10, so you can see how important
     they are.  You can get 30 points of trade per city just from trade 
     routes.  To get trade routes this big you must trade with other 
     civilizations.  In other words you can't go rabid and kill off 
     everyone.  You need to leave at least 3 large enemy cities.
     You can always contain them with a few battleships and some
     veteran riflemen in mountain fortresses.  

  ------------------------------------------------------------------------

     How to apply the above information to make a winning civilzation
     is left as an exercise to the reader.  

     Feel free post corrections or additions to anything I missed.

     The defensive value of a rifleman in a fortress is left as exercise
     to the reader.


-------------------------------------------------------------------------
| You have reached an imaginary number, please  | Mark R. Hesidence     |
| rotate your phone 90 degrees and try again.   | mrh0631@zeus.tamu.edu |
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| You have reached an imaginary number, please  | Mark R. Hesidence     |
| rotate your phone 90 degrees and try again.   | mrh0631@zeus.tamu.edu |
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