Magma_Dragoon
Reploid
- Joined
- May 10, 2008
- Messages
- 2,354
Coastal cities blow, lose half their workable tiles to junk water tiles. Sea routes make up for it somewhat.
That is kinda of an advanced strategy/opening right here.I think right now coastal trade routes might be a bit too good. Specifically food routes. If your capital is coastal and you found a quick second city on the same coast, then set up Granaries in both and make food routes to each other, you can have two size 20 cities in no time at all (under 100 turns in my current England game on Standard speed, and I didn't even play optimally). Then you can found a third and fourth and get more routes... It just escalates from there. All my trade routes are oceanic food trade routes right now, and I'll only found cities inland if there's very good resources or chokepoints to defend.
All good points, in particular the one about Work Boats. Come on Firaxis, do something about it already! Why not just let embarked Workers upgrade sea resources...Because water starts are handicapped; early work boats are so not close in efficiency compared to early workers. One worker upgrades up to ~25 tiles to turn 200, and boat upgrades 1 tile to turn 200. It can also be pillages by any random ship.
Because on land maps, players used to ignore sailing branch till medieval... some till renaissance... some even to industrial
Because caravan's are generally opened earlier. Thus, "upgrading" your routes to being marine-based can be not a trivial task. Isn't for me, at least.
Security difficulties have already been highlighted.
So, all together it's a good gameplay decision, which adds some macro depth to land-based maps and changes literally nothing in water-based ones.
That is kinda of an advanced strategy/opening right here.
It's a bit lofty imo to call something so obvious a 'strategy'. But the optimal timing of the routes along with other builds (chiefly the NC) is a thing that warrants close study, certainly. I'm sure tommynt has already done something to this effect, as he's all about optimal play. And optimal play atm includes sea food trade routes, period.If you made it up yourself - well done.
Imo they more than make up for it. 'Losing half' of 36 tiles is a non-issue as typically by the time you reach a size where you can't work useful tiles or assign specialists, the game should be well in the end-phase. If there are a lot of sea tiles in the city (15+), then you may have to work some of them but the trade-off of very fast growth makes up for it handsomely. And don't forget that those idle fishermen still contribute science (don't ask me how...). One-tile island 'fishing towns' are not viable in Civ V ofc, and thank God for that. In all other iterations they littered up the optimal player's coastlines... At least now only AIs can make them and not ruin their game.Coastal cities blow, lose half their workable tiles to junk water tiles. Sea routes make up for it somewhat.
Cargo ships...
- represent over-sea trade, which historically was an enormous wealth generating factor. Far away cultures possess trading-goods that are not available in the nearby regions and which are very valuable in consequence. The doubled route yield represents this.
- encourage players to build coastal cities, which might not be too atractive otherwise due to low maritime tile yields.
- encourage players to build up their marine to protect them - something they might not want to do otherwise, due to the limited usefulness of ships in Civ5 (if not playing water maps, of course).
So, game wise and in relation to the real world model, the current game mechanism is totally reasonable.
I certainly don't mind water routes having an edge over land routes. However, it's currently rather excessive.
Simply giving them a far longer range is pretty effective in and of itself (not to mention being the onlly viable means of trading with other continents). Don't see the need for a whopping x2 bonus to boot.
Not sure I'd even argue that caravans are easier to protect prior to caravels. Barbarians don't seek out caravans, they just plunder them when they cross their path. If you have to stick to the coast, they're very likely to cross paths. The only reason I can see anyone thinking cargo ships are hard to protect in the early game is because they can't be bothered to put a trireme at a choke point.
A reasonable compromise would be to bump the river bonus from 25% to 50%.
Whatever. Not all that pressing. Dev's got bigger fish to fry.