Trading Posts

We didn't see TPs in G&K screeenshots for a very long time after it was announced, but they had redesigned them. Perhaps there's something similar going on here.
 
Unless they were redesigned to be invisible, I think it's fair to say they're not in a screenshot. They might just not have them because (a) they're not that attractive and (b) the incentive to build them is lower.
 
Trading posts ought to be one of the most boring and bland improvements ever. It would be great to see them removed, not to mention that such a move would make the economy far more dependent on trade routes, which is a more realistic and flavourful system, me think.s
 
Although I hated how the TPs looked, I think it's important that we have multiple options for tile improvements. When the only thing that can be built on most tiles is a farm, where is the challenge?
 
I think they are gone!

Remember the brazilian UI? It was said that it gives +1 gold on the tile in some interview, and people on the forum started saying that only 1 gold is not enough and probably it is +1 gold in respect to the trading post.

But if the trading posts are completely gone, +1 gold doesn't sound that bad!
 
It needs a replacement. What else can be built? You have lumber mills (forests), farms, mines, and resource specific improvements. Am I missing something? The map would feel kind of empty otherwise.

I don't believe cottages will be back. At least not in the civ IV sense of it. But something needs to be in there to build on flat tiles you would think. Obviously there are Great People improvements. Engineers can build a workshop, artists can build a monument, but what other generic improvement can you have?
 
I think new trading post could be built only on road and grow in the rate proportional with amount of trade passing the road, and will be "worn" if they're no trading in the road for prolonged time.

I like this idea.:goodjob:

Maybe they could shelter caravans from enemies and/or "grow" like cottages - gain extra gold - depending on how many trade routes go through them (since they're locked for 30 turns it wouldn't be too exploitative I think).
 
I've been saying almost since launch that I thought trade posts should be limited to tiles with roads - giving the extra bonus of having your most central city the most of them, since its going to be the hub that all the roads pass through.

The only issue then would be a lack of choices for regular empty tiles. Basic grassland or plains then could only sustain farms, I'm usually not so keen on pushing some of my minor cities pop that high. I do miss watermills, if rivers are losing their gold bonus it'd be nice to have them back, otherwise you get a weird situation where the supposedly prime riverside tiles end up being ignored.
 
I've been saying almost since launch that I thought trade posts should be limited to tiles with roads - giving the extra bonus of having your most central city the most of them, since its going to be the hub that all the roads pass through.

The only issue then would be a lack of choices for regular empty tiles. Basic grassland or plains then could only sustain farms, I'm usually not so keen on pushing some of my minor cities pop that high.

So don't waste worker turns improving them - the game *is* prettier without every tile improved.:p

More constructively, it would be nice (though unnecessary atm) if a civ4-style workshop TI was reintroduced, granting +1 production on flat tiles.
 
Most of the screenshots were lacking any lumber mill or mine improvements (other than luxuries) as well. Although with the current round of Portugal screenshots, the French do have lumber mills and mines, but no trading posts.

In some ways I don't mind. They were useful in wider empires with a lot of grassland, but generally only spammed in puppets. Although I wonder what this will mean for puppets? What will be the benefit of a gold-focused puppet if the gold from river, ocean, and trading posts have been removed?
 
Hopefully those trading posts are gone. They should have us build suburbs to our cities instead. I liked that about CivIV. The cottages soon turned into regular suburbs as time went by.
 
Cottage system was good for Civ 4 - it was encouraging rading and defense against rading. That was good for SoD-based wars. I don't think it would be fun in Civ 5.

About removing trading posts or limiting their placement - the trading post is an option which provides choice for many tiles. Remove them and you remove the choice.

So, I doubt trading posts are really out. Probably they are redesigned or even renamed.
 
According to the "What we know" thread the Collusus looses its gold per turn. Maybe they've the deleted the gold acquired through the map (almost) completely, probably with the excption of Brazil and I assume also Holland and their unique improvements.
I guess changes are big the trading posts are gone. maybe the whole archeology thing is meant as its replacement or maybe there is another new UI waiting for us?
 
I think Trading Posts are going to be out, but I think there will still be some other generic terrain improvement that yields gold. If you start on an island with no other civs or city-states and you can't get gold from the terrain, you are well and truly screwed.
 
According to the "What we know" thread the Collusus looses its gold per turn. Maybe they've the deleted the gold acquired through the map (almost) completely, probably with the excption of Brazil and I assume also Holland and their unique improvements.

In this case most of the map will not have improvement choice at all. Also, consider the additional fun put in this choice put by the social policies (there you could, for example, generate science from trading post directly or use farms and specialists).

I don't buy it. They would need to replace trading posts with something equally big. So far we've seen no signs of these changes.
 
According to the "What we know" thread the Collusus looses its gold per turn. Maybe they've the deleted the gold acquired through the map (almost) completely, probably with the excption of Brazil and I assume also Holland and their unique improvements.
I guess changes are big the trading posts are gone. maybe the whole archeology thing is meant as its replacement or maybe there is another new UI waiting for us?

Luxuries still provide gold as they do in GnK, minus of course the +1 for being on a river. But the early game gold balance is going to be interesting. At the moment you get 3 from the Palace and 1 from the city tile. Someone suggested that Barbarian camp gold had dropped by 1/3 to 16, and gold for finding city states could be affected as well. The AI is going to have less gold as well, so you probably can't sell luxuries for anywhere close to full price in the beginning. All in all, the whole "build stuff, then buy your first worker" strategy is probably no longer going to work. I can see taking Liberty and then going for the free Worker becoming a popular new start.
 
Top Bottom