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#1 |
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Chieftain
Join Date: Mar 2008
Posts: 41
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Trade Routes
What are the factors that determine how many and how valuable trade routes are for a city? thanks
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#2 |
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Prince
Join Date: Jun 2009
Location: Chapel Hill, NC
Posts: 556
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More trade routes are gotten by civics (Free Market) wonders (ToA and GL to name a few) techs (corporation) and some buildings. Other buildings like harbors and custom houses increase the amount of gold gotten from a trade route. The distance of the trade route makes it more profitable, and if a trade route is intercontinental is is much more valuable. That's why in a continent or hemispheres map astro is a very important tech.
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Monarch Student Prime, Continued Bullpen! Last edited by BigTime; Jan 27, 2010 at 08:01 PM. |
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#3 | |
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Deity
![]() Join Date: Dec 2008
Location: Canada
Posts: 7,200
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Quote:
Distance does nada for trade route value as far as I know. City size, buildings (harbors, Customs House, etc.), foreign cities, intercontinental, peace, connection to capital however do. Other buildings that add 1 trade route: -Airports -Cothon (harbor replacement for Carthage) -Castles (but obsolete with Economics)
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Some of my [39] online games: Daily Round Bullpen Have a question concerning AI behavior? Look no further! |
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#4 |
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Prince
Join Date: Jun 2009
Location: Chapel Hill, NC
Posts: 556
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Yea, sorry for the gaff on ToA, it gives greater yield, not more. Does distance really not do anything? Hmm. Intercontinental and foreign I know do, and they are pretty big commerce boosters from trade routes.
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Monarch Student Prime, Continued Bullpen! |
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#5 |
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Synthetic Life Form
Join Date: Mar 2008
Posts: 10,581
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I haven't thought a great deal about it, but curious as to what determines what cities you get trade routes with, especially if certain ones would be more lucrative based on the factors described. There's seems to be no control over it.
Castles are kinda redonkulous...there time span is so brief except maybe on Marathon. I hope they rethink that one on the next version. I've only built them with Protective and Stone. |
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#6 |
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Prince
Join Date: Jun 2009
Location: Chapel Hill, NC
Posts: 556
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Trade routes are determines by which cities give you the most commerce. There's really no need to choose if the computer chooses the best automatically.
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Monarch Student Prime, Continued Bullpen! |
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#7 |
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Chieftain
Join Date: Mar 2008
Posts: 41
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Thanks for the replies. i should have given you more info as to why i asked the qustion. i just started a game with Hannibal and was trying to figure out how to leverage his UB.
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#8 |
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Prince
Join Date: Jun 2009
Location: Chapel Hill, NC
Posts: 556
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GL + Hannibal= Serious trade route abuse.
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Monarch Student Prime, Continued Bullpen! |
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#9 | |
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Prince
Join Date: Feb 2009
Location: Brasil!
Posts: 396
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Quote:
astronomy is not a civic. |
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#10 |
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Emperor
Join Date: Dec 2006
Posts: 1,496
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remember population adds the base value of trade values
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[6.21 Analects] The wise take joy in water; the humane take joy in mountains. The wise are active; the humane are tranquil. The wise enjoy; the humane endure. |
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#11 |
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Prince
Join Date: Jun 2009
Location: Chapel Hill, NC
Posts: 556
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Eh, sorry. Typing while tired causes errors like this. Fixed it though, thanks for pointing it out.
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Monarch Student Prime, Continued Bullpen! |
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#12 |
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Warlord
Join Date: Nov 2005
Posts: 218
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i swear i've seen distance as a trade route multiplier before, but i just went through a save (at end game) and didn't see it. perhaps it was in vanilla or warlords? the only mod i've ever used was rhye's and scenarios, guess it could be in there.
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#13 |
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Prince
Join Date: Feb 2009
Location: Brasil!
Posts: 396
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the basics are... intercontinental trade routes as soon as possible, and the bigger your cities are, the better. but, here's the thing: don't think astronomy is always optimal just because it might give you intercontinental trade routes earlier. give me rifling 15-20 turns before my closest neighbour and you can have astronomy 40 turns earlier. i'll just double my city number and compensate later on.
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