Trade routes mechanics

dmitrytrue

Prince
Joined
Nov 7, 2011
Messages
310
Location
Яussia
Trade route mechanics require some changes, if it is possible.
To make amount of :commerce: obtained depending not only on city population, but maybe on :hammers: or something else.
Need to produce something, before you could sell something. But now it looks unrealistic, and anyway your huge empire with 30+ population in cities, with factories and coal plants, almost doesn't recieve commerce from foreign trade, because foreign trade routes replaced by your own trade routes (your own trade routes provide more commerce than foreign). Even if recieve, much lesser than they do.
For example, Indonesia provide you 30 overall :commerce: in "info" screen, and you providing them with 15-20:commerce: each trade route. You just becoming sales market for them. But what they produce? Nothing, they can not even produce 1 rifleman or market in 10 turns, but still recieve fattest trade routes in the game.
 
I agree, I've always thought that there should be more factors to influence trade routes. Also I think that that the player should be able to militarily force OB and therefore trade routes like in Civ 5.
 
Yeah, there should be ways to influence/bring attention to trade routes. After all, they float many a players' economies.:)
 
I think it would be also more interesting if trade routes were more dynamic: for example, by intercepting enemy trade routes, you would, "Pillage," a small sum of gold every turn, similar to how privateers currently operate when blockading ports.

Trade routes relying on such things as production is a good idea, though. They could also depend on corporations and traded resources - the things you would expect to transform cities into commercial powerhouses. Conversely, smaller cities with less production could have their trade route values reduced, because they're essentially exporting less than what they're paying to import.

Just a few ideas.
 
resources are the key to wealth production. i would say each resources has a bonus amount (thatwill change over time) for the city that uses it and this base amount should be multiplied by its market share e.g. if its the only connected available resources its bonus i more than if its 1 of 8.

now productions biggest influence in trade is that the larger production base you have the more likely you are to control the trade routes through force and naval supremacy, although selling machinery e.g. steam trains later cars ect are also important (basically man made resources) which in game would be better applied via (like in other mods) a building can build certain resources e.g. machine parts, vehicles, electric goods more vague the better as you would not want too much or even as a wonder e.g. ford plant get 5 auto mobiles to sell like Wembley ect.
 
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