Poll: Trade routes with connectedness.

Which option do you choose?

  • Old: Trade Routes

    Votes: 10 40.0%
  • New: Connectedness

    Votes: 15 60.0%

  • Total voters
    25

val3

Chieftain
Joined
Jun 30, 2014
Messages
49
Which option do you prefer? I mean, if all problems with perfomance of trade routes will be solved.
 
Which option do you prefer? I mean, if all problems with perfomance of trade routes will be solved.

Yes, if anyone decides to vote in this poll, please only consider purely gameplay mechanics. Assume both features perform exactly the same in terms of speed, AI, or any other external factors.
 
Why no 'Neutral' poll option? I don't really have any preference myself. It doesn't make any difference to me whether Trade Routes stay or leave (Though honestly I am liking the new mechanics over the old)
 
I voted for Old TRs because we are not considering the performance issue. I'm not sure I would have voted for it if we did consider performance impacts.
 
I like the connectedness idea. I think it's much better than before.
 
I haven't tried the new contentedness yet. Still playing an eternal/gigantic map from an "old" rev that still has trade routes. I like that game, and don't wanna abandon.
I ran the new revs only in autoplay testing, so will vote only later.
 
You don't need to abandon a TR game, but you may have screwy income for a while.
 
I have just started a game with the new mechanic, and so far I can`t tell much of a difference.
However, I am inclined to vote for the old mechanic, if there wil be no wonders/civics/traits that boost the connction mechanic.
I really enjoyed the possiblity to have a thirt option over cottage/specialist economy - the trade economy, where I would use everything to maximise trade routes and trade route income.
 
I have just started a game with the new mechanic, and so far I can`t tell much of a difference.
However, I am inclined to vote for the old mechanic, if there wil be no wonders/civics/traits that boost the connction mechanic.
I really enjoyed the possiblity to have a thirt option over cottage/specialist economy - the trade economy, where I would use everything to maximise trade routes and trade route income.

There are wonders and civics that affect connections, FYI.
 
Yea my gaming PC just died a while back and I haven't gotten around to getting it fixed so I haven't seen the new mechanic in action. I did read the relevant discussion thread though ( http://forums.civfanatics.com/showthread.php?t=529999 ) and it was a pretty illuminating read - I'm voting for the new one (connectedness).
 
Yes, if anyone decides to vote in this poll, please only consider purely gameplay mechanics. Assume both features perform exactly the same in terms of speed, AI, or any other external factors.

Well, I never really understood TR-s. I only new that "the more is the better" and running civics with "no foreign TR-s" is usually no good for me. I knew that Toll house is good for me, but never understood why it gives me nothing, although I am not running a civic that has "no foreign TR-s". :confused:
And a couple of other things like this makes me vote against it.

(Sorry Val)
 
Is there an explanation of how this new system works? I've been searching these forums for some time and can't find a complete description... Thanks.

Update: Aha, found this: http://forums.civfanatics.com/showpost.php?p=13329826.

Am I correct in that we now get no commerce just from having connections, but various buildings now provide extra commerce based upon the number of routes we have?

If that's correct, that's quite an incentive to sprawl, especially now that many buildings' production and science yields are absolute values, no longer percentages. I'll have to change my strategy. (This would also reduce the value of the enlarged city radius game option). I presume that number-of-city maintenance costs are designed to compensate?
 
Is there an explanation of how this new system works? I've been searching these forums for some time and can't find a complete description... Thanks.

Update: Aha, found this: http://forums.civfanatics.com/showpost.php?p=13329826.

Am I correct in that we now get no commerce just from having connections, but various buildings now provide extra commerce based upon the number of routes we have?

Exactly.

If that's correct, that's quite an incentive to sprawl, especially now that many buildings' production and science yields are absolute values, no longer percentages. I'll have to change my strategy. (This would also reduce the value of the enlarged city radius game option). I presume that number-of-city maintenance costs are designed to compensate?

Civics now compensate for this, and encourage various play styles.
 
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