The Cradle of Civilization

The Gate of Ishtar: About the Cradle of Civilization
Babylon: Scenarios & Mods
The Hanging Gardens: Graphics and Downloads
Dur-Kurigalzu: Design Guides
The Winged Bull: Utilities
The West Gate: Links to other Civilizations
Back to Dur-Kurigalzu
Caravan Delivery Payoffs
Version 1.0
by William Keenan
Back to Dur-Kurigalzu


Introduction


This paper presents an algorithm to calculate the amount of science and gold received when a caravan establishes a trade route with another city. The algorithm is divided into two sections, the basic formula and multipliers.

Basic Formula

Roundown ((BTA of SC + BTA of DC + 1) * (D +10) * FD / 48.5)
  • BTA = Base Trade Arrows
  • SC = Source City
  • DC = Destination City
  • D = Distance
  • FD = Foreign Delivery


Base Trade Arrows
The number of trade arrows a city produces from worked city squares.

Source City
Home city of the caravan.

Destination City
The city to which the caravan is delivered.

Distance
The number of squares separating the source and the destination cities.
  • Imagine Civ2-map turned by 45 degrees. Then you see that map is a simple grid of squares.
  • Take the "rectangle" defined by the position of the unit and the position of the city (all sides of rectangle are built by squares connected by lines, not by edges).
  • Distance = (length of longer side of rectangle) + 0.5 * (length of shorter side of rectangle)

  • Foreign Delivery

    X1 The Source City and the Destination City are both part of the same civilization.
    X2 The civilization of the Source City differs from the civilization of the Destination City.


    Multipliers


    Multiply the results of the Basic Formula by all the multipliers listed below rounding the final result up, if necessary

    Commodity Demand Multiplier

    X1 any commodity not demanded
    X2 Hides, Wool, Beads, Salt, Copper, or Dye
    X2½ Cloth, Coal, Wine, Silver
    X3 Silk, Spice, Gems, Gold
    X3½ Oil
    X4

    Uranium


    Roadway Multiplier

    X1 source and destination cities are not connected or are connected but not by the most direct route
    X1½ connected by road
    X2 connected by rail

    Halving Factor

    X1 source civilization has discovered Navigation or Invention or the game turn exceeds 200
    X2 none of these conditions met

    Railroad Multiplier

    X1 if Railroad has not been discovered
    X2/3 if Railroad has been discovered

    Flight Multiplier

    X1 if Flight has not been discovered
    X2/3 if Flight has been discovered

    Superhighway Multiplier

    X1 neither city has Superhighways
    X1½ one city has Superhighways
    X2 both cities have Superhighways

    Freight Multiplier

    X1 if the trade unit was not Freight
    X1½ if the trade unit was Freight

    Continental Multiplier

    X1 source and destination cities are on the same continent
    X2 source and destination cities are on different continents

    Airport Multiplier

    X1 neither city has an Airport
    X1 one city has an Airport
    X1½ cities are on the same continent and both have Airports
    X2 cities are on the different continents and both have Airports

    Credits
    Robert Lancaster upon who's ground breaking research this paper is based.
    Winkler who's ancient scrolls made Lancaster's formula common knowledge.
    Quantum Satis for his reseach and the pathways image.
    All the contributors on the Apolyton Strategy Forum, especially; Caesar the Great, DaveV, samson, Gastrifitis, arii, Scouse Gits, SlowThinker, La Fayette.
    Their discussions and discoveries have embodied and broadened the understanding of trade in civ2.

     We want to know what you think! Send your questions, comments, kudos, or flames to the Web Master.  Review our site today, and Civilization community know what you think.