Caravans? What do they do?

Hallo

If i ´create a caravan and send it from one of my cities to another one of my cities i get a road between them. Do this do anything?
Also if i send a caravan to a friendly faction, do this do anything?

I ask because i was able to form a trade pact with a faction without having any roads leading to them. Wasnt sure if you needed to.

Can anyone explain how the whole trading aspect works? with pacts and caravans?

Thank you.

23,442 views 22 replies
Reply #1 Top

i believe it increases the revenue generated amongst your connected towns...

Reply #2 Top

trade increases gildar production, i think it also spreads around excess food, thats how you feed a city if you find a good spot with lots of resources but no fertile ground... i think, could be wrong, but it seemed like thats what it did.

what I want to know is how to change a trade route once its established. in the early game i often have my cities trade between each other, but as more cities are established and i make friends with neighbors, it would be nice to be able to retask caravans. so far the only way i'v found to do this is to desband a caravan and build a new one.

Reply #3 Top

Hallo

If i ´create a caravan and send it from one of my cities to another one of my cities i get a road between them. Do this do anything?
Also if i send a caravan to a friendly faction, do this do anything?

I ask because i was able to form a trade pact with a faction without having any roads leading to them. Wasnt sure if you needed to.

Can anyone explain how the whole trading aspect works? with pacts and caravans?

Thank you.

 

First the Caravans establish roads between cities for faster travel, and increases Food resource by a %. It does not affect anything else as far as I can tell, there is no Gildar increase, and no increase in other resources.

 

Trade Pacts, are separate from Caravans, they are two entirely different entities, and are not related. One does not require the other, and vice versa. Roads or access to their kingdom are not necessary to enable trade pacts.

Reply #4 Top

Quoting brass1983, reply 2
trade increases gildar production, i think it also spreads around excess food, thats how you feed a city if you find a good spot with lots of resources but no fertile ground... i think, could be wrong, but it seemed like thats what it did.

i thought i heard in one of the recent video tutorials that food was also global resource (brad pointed this out as one of the areas where EWoM differs from other 4x games)... this enables players to setup a city in some really fertile part of the map, and leverage it as the food producer for the rest of your empire...

Reply #6 Top

I found they boost your food a bit. Generally I can't place that last house I need to grow the city until I make a caravan. At the very least they generate money which is beneficial early on (from what I've found anyway... I could be doing something wrong). Anyway, they are cheap and they make those nice roads (I wish roads would reroute if you cast a mountain raising spell on a tile with a road. Instead it just goes up and over and my caravans get stuck sometimes because they cant go over.)

Reply #7 Top

Quoting Mobella, reply 4



Quoting brass1983,
reply 2
trade increases gildar production, i think it also spreads around excess food, thats how you feed a city if you find a good spot with lots of resources but no fertile ground... i think, could be wrong, but it seemed like thats what it did.


i thought i heard in one of the recent video tutorials that food was also global resource (brad pointed this out as one of the areas where EWoM differs from other 4x games)... this enables players to setup a city in some really fertile part of the map, and leverage it as the food producer for the rest of your empire...

thatis probably the case. it just seemed like my isolated cities weren;t getting food till i established a trade route. might be all in my head, wish there was better documentation >.<

Reply #8 Top

If you click on the little trader guys wandering along the roads, it does actually tell you what they're boosting and by how much :P

Reply #9 Top

Quoting brass1983, reply 7

Quoting Mobella, reply 4


Quoting brass1983,
reply 2
trade increases gildar production, i think it also spreads around excess food, thats how you feed a city if you find a good spot with lots of resources but no fertile ground... i think, could be wrong, but it seemed like thats what it did.


i thought i heard in one of the recent video tutorials that food was also global resource (brad pointed this out as one of the areas where EWoM differs from other 4x games)... this enables players to setup a city in some really fertile part of the map, and leverage it as the food producer for the rest of your empire...

thatis probably the case. it just seemed like my isolated cities weren;t getting food till i established a trade route. might be all in my head, wish there was better documentation >.<

 

All resources except population are global; they apply to all of your cities.  IIRC caravans give a bonus to gildar and food production to the towns they service.

The lack of documentation is probably because so many of the game details changed so often.  Stardock new they were going to release constant updates the first month or three and what numbers they could have given us from day 0 would most likely change.

Reply #10 Top

What is annoying to me is that there is zero in-game text that I noticed that tells you what to do with a caravan, and none of the unit's actions are "build trade route" or "build road".  Mabye it's in the hedge-thingy but my few attempts at using that made me wanna punch something.

I knew what to do with them from reading here and from general TBS/strat concept of, hey, a caravan unit probably involves trade.

So when I built them last night, I just sent them off between cities in hopes of roads and trade happening, and what do you know, that's what happened.

 

Reply #11 Top

Quoting Archonsod, reply 8
If you click on the little trader guys wandering along the roads, it does actually tell you what they're boosting and by how much

 

that... is... sooo... cool! :thumbsup:

Reply #12 Top

Quoting Voqar, reply 10
What is annoying to me is that there is zero in-game text that I noticed that tells you what to do with a caravan, and none of the unit's actions are "build trade route" or "build road".  Mabye it's in the hedge-thingy but my few attempts at using that made me wanna punch something.

I knew what to do with them from reading here and from general TBS/strat concept of, hey, a caravan unit probably involves trade.

So when I built them last night, I just sent them off between cities in hopes of roads and trade happening, and what do you know, that's what happened.

 

 

Using common sense isn't allowed here, you're supposed to come here and start an angry thread instead.

Reply #13 Top

Food is not REALLY a global resource.

It is stated somewhere (the manual IIRC) that a city under siege will have to survive on its own food.

Reply #14 Top

Caravans can be amazingly useful. 1/2 the time i only have one city out of maybe 10 making food and that one city is getting thousands of % bonus food production. just send all ur caravans as far away as possible, especially to the distant ai cities. Im lookin at 50-80% on average per trade route for the closer cities.

Reply #15 Top

F*cking Caravans, how do they work?

Reply #16 Top

Just make em, then send them to another city. More distance, more bonus food they give. Not 100% sure, but it seems that foreign trade routes give bonus as well. A road will appear that will have little caravans or traders on foot depending on the distance that can be intercepted by the enemy.

Reply #17 Top

Which begs the question, can you protect your caravans automatically? via a tech upgrade or do I need to keep the trade routes clear myself with a unit or two?

Reply #18 Top

Quoting Bodea, reply 17
Which begs the question, can you protect your caravans automatically? via a tech upgrade or do I need to keep the trade routes clear myself with a unit or two?

no there is no curernt way to directly protect a caravans(other manual escort/guard) .. However while in area of control the caravan is far less likely to be lost as the only time monsters/brigands will get at them is when  the wander into your territory.. the no longer spawn in player controlled territory..

Reply #19 Top

its really nice to have routes in the ai areas, they seem to have lots of crappy peasant patrols running around clearing the area. Just wish there was a way to get rid of all the pesky forests. Great swauves of land in some of my games are forested so me building a city there is spammy at best, outposts galor to protect that annoying trade route i wish i could get rid of at worst because a caravan is attacked and turn wont end unless i look at it...

Reply #20 Top

Quoting Bodea, reply 17
Which begs the question, can you protect your caravans automatically? via a tech upgrade or do I need to keep the trade routes clear myself with a unit or two?

 

Edited, as I saw an answer after I posted, should have refreshed first :| Guess I'll need to keep a traveling guard to prevent wandering monsters.

 

Reply #21 Top

Joempire - "Just wish there was a way to get rid of all the pesky forests."

 

I think the spell Blistering Sands might get rid of forests.

 

Reply #22 Top

I've used the "Lower Land" spell to lower an area of land enough so my caravan could get through, then make a handy little road to use to boot.