Concerns about Trading Posts

Duque d'Caxias

Great General
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Nov 17, 2006
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I am one of those people who loved the Cottage/Hamlet/Village/Town system in Civ 4. I loved to see they growing up like kids, take care of them. Now it is gone.

But what is specially concerning me in the new Trading Post system is the way it is spreading out everywhere, at least in many of the screenshots we have seen. Dozens of Trading Posts around the cities. Reminds me the way mines were used in Civ 3. Every flat land had a mine.

I don’t know about you but I have never seen a “trading post” in my whole life. What does it represents in the industrial and modern ages? Towns? Huunn…
 
my question is, are those AI cities, or player cities?

It could be the AI is in love with trading posts the way it is in love with cottages in Civ4.
 
They should just call them towns from the start and let them look like one.
 
They should just call them towns from the start and let them look like one.

And it would be interesting if they consumed 1 food from the tile to "feed" the population. That way it would prevent the spamming to get more gold, as it would reduce the food available to the main city.
 
I don’t know about you but I have never seen a “trading post” in my whole life. What does it represents in the industrial and modern ages? Towns? Huunn…

Strip malls.
 
Town graphics would be better, yes. I find them ugly as well.

Considering gamplay, I doubt spamming them will be the best strategy any more. I believe a SE (specialist economy) will be stronger in civ5.

Why?

Trading posts don't grow any more.
Trading posts don't boost science, population does.
It is very possible we get a shared GP point pool, making every specialist valuable.
Specialists cost only one food with certain SPs.
(There are SPs that boost trading posts as well, possibly making them also valuable)
SE was always more flexible.
 
And it would be interesting if they consumed 1 food from the tile to "feed" the population. That way it would prevent the spamming to get more gold, as it would reduce the food available to the main city.

That's my idea. Have them produce -1 food and -1 production on the tile. In response, I'd include other gold producing ideas to make up for it.

The problem is that there aren't a lot of tile improvements for flatland. While farm spam is more realistic, it isn't better for the game. They need to do their best to encourage tile diversity, otherwise things get boring (especially if they weaken Trading Posts).
 
just make farms also product 1 gpt. The economy for much of human history was land/agriculture based.
 
just make farms also product 1 gpt. The economy for much of human history was land/agriculture based.

That'll be even worse. Then the only thing to build would be farms.

But that did inspire me. Generally speaking, farms would supply food from the countryside, but wealth would be generated by manufacturing (or trade) in the city (or abroad). That's perhaps the way to go (do stuff in the city and the expense of working tiles outside or work outside in order to grow).
 
Town graphics would be better, yes. I find them ugly as well.

Considering gamplay, I doubt spamming them will be the best strategy any more. I believe a SE (specialist economy) will be stronger in civ5.

Why?

Trading posts don't grow any more.
Trading posts don't boost science, population does.
It is very possible we get a shared GP point pool, making every specialist valuable.
Specialists cost only one food with certain SPs.
(There are SPs that boost trading posts as well, possibly making them also valuable)
SE was always more flexible.
I would tend to agree with you , but one person that actually already putted his hands on the game seems to disagree:
Trading posts obviously = cash, and in Civilization you can never have too much of it. Remember you can use gold to form new research agreements, rush buildings and units, offer city state gifts, or even peacefully bribe a rival AI to give up something you need or go after someone you don't like.
This in response to a comment that AI in his game were making TR spam. It seems, from his expenses numbers ( he has a pic of it in his review ) that indeed you need a lot more of hard cash in Civ V than in IV...
 
WHAT????!!!!

the cottages/villages/towns of civ4 are gone???????????

oh dear NO! This was such a cool feature! watching them grow, i sometimes even declared war against my neighbour just to get that tile with that special town back he stole me.

i loved burning towns to ashes when marching through enemy lands.

I even wished it would be possible to name those towns!!


now they shall be gone and we have those trading posts?? Please no.



Any chance Fireaxis could change this until release??


btw.: could someone please show me a screenshot with those trading posts on it? havent found one in the gallery
 
I

I don’t know about you but I have never seen a “trading post” in my whole life. What does it represents in the industrial and modern ages? Towns? Huunn…

Malls
 
Remember you're trying to make only one way of playing viable. I hope we have at least 2 basic economic concepts like we had in civ4.

Well I see a few basic economic concepts


Getting science.. you get science from population, so the issue is how to get Extra Science

1. Science Specialists+Large populations (Farm Economy)

2. Research Pacts+City-States (Trading Economy).. won't get quite as much research but the Gold is more flexible


Getting Gold

1. Trade Routes (Farm Economy... Large populations give high trade routes.. may also have some specialists)

2. Trade Posts (Trading Economy)
 
Visually, I think I like the idea of the idea of the countryside being dotted with a bunch of little towns better than it being covered with merchant tents.
 
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