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Caesar IV: Game Help
Moderated by kach, Gweilo

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Topic Subject: Interesting trade depot exploit
posted 04-11-19 03:55 ET (US)   
I found an interesting trade depot "exploit" the other day;
not sure if it is a known bug or "feature". . .

If you have a trade depot that is IMPORTING goods only;
i.e., you're not planning on using it for exporting goods,
then you can set your import levels, and then MOTHBALL it.

The trade depot will continue to function for imports
even though it is mothballed, and you'll have 27 extra
plebs to assign to other duties.

The traders themselves aren't affected by the mothballing,
so they'll still bring imported goods in to your trade depot.

The folks from the markets, granaries, and warehouses
that retrieve the goods FROM the trade depot are also
not affected by the mothballing.

So, essentially, you only need a trade depot staffed
if you're trying to export goods, since it is the trade port staff
that go fetch the goods for exporting.

This bug/feature came in handy on Virunum, which has
3 trade ports that are import-only trade ports -
Achaea, Cyrenaica, and Dacia.
81 fewer plebs to worry about !

Enjoy !
posted 04-11-19 16:57 ET (US)     1 / 6  
Hi TiggerLAS!

I didn't know that would work. Thanks for the tip.
posted 04-13-19 06:17 ET (US)     2 / 6  
Looks like this exploit was discussed back in 2006. ;-)
posted 04-13-19 16:13 ET (US)     3 / 6  
Really? Can you post the link? I guess I've forgotten most of what I knew about Caesar IV.
posted 04-16-19 02:53 ET (US)     4 / 6  
Here it is -- you may even know the original poster. ;-),6400,0,0

[This message has been edited by TiggerLAS (edited 04-16-2019 @ 02:55 AM).]

posted 04-16-19 23:49 ET (US)     5 / 6  
posted 07-04-20 10:40 ET (US)     6 / 6  
The same thing happens with storing finished goods in warehouses, as the market traders collect them I noticed, while the same thing happened with a market.
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