Xenocidius
Chieftain
- Joined
- Jul 19, 2013
- Messages
- 16
My first suggestion regards cancellation of trade routes. Currently trade routes are locked in for 30 turns at standard speed, which is a hell of a long time. This is both unrealistic and somewhat frustrating, as it makes trade routes very rigid and a fair bit less useful than they could otherwise be. Here is my suggestion:
Trade routes can at any time be cancelled by selecting the appropriate unit and clicking a 'Cancel' button. However, this will not take effect until the unit next reaches its home city. This means that the more flexible trade routes are the ones where the cities are closer together AND where the units can move faster. This does two things:
To go along with this, I propose two additional trade units, as having just two in the entire game seems somewhat lacking:
Freight Train
Unlocked at Railroad.
Civilian unit. Generates double gold, food and production compared to normal land routes. Can only move along railroads.
This makes land routes even more useful later in the game and gives you an incentive to build railroads between your cities AND to city-states and other civs. Freight Trains are faster than Caravans and Cargo Ships, making them more flexible, as you can reassign them more often. However, if a railroad tile that they use is pillaged, the train will be destroyed, making them slightly more vulnerable. They would be particularly useful for in-empire trade, as most of your railroad connections would be within your own empire, well reflecting their actual use in real life.
Cargo Aircraft
Unlocked at Radar.
Civilian unit. May establish Air trade routes. Can only be based in a city with an Airport.
Air trade routes generate the same gold, food and production as Caravan land routes. However:
So to summarise, these suggestions make Caravan more useful, trade routes in general more flexible and useful, add a new trade unit which is particularly good for in-empire trade (Freight Train) and one which is less efficient than the others, but much more flexible and secure, able to reach virtually any city on the map and be near-instantly reassigned (Cargo Aircraft).
Thoughts? Suggestions?
Trade routes can at any time be cancelled by selecting the appropriate unit and clicking a 'Cancel' button. However, this will not take effect until the unit next reaches its home city. This means that the more flexible trade routes are the ones where the cities are closer together AND where the units can move faster. This does two things:
- Increases the importance of building roads to connect cities, as this will make land routes established between those cities far more flexible, allowing you to reassign the routes with little delay.
- Makes land routes much more useful, as Caravans will travel faster by road than Cargo Ships by sea, and so land routes will be more flexible than sea routes, giving them an edge. At the moment, land routes are really quite terrible - I almost never use them unless I'm playing on a map with no ocean.
To go along with this, I propose two additional trade units, as having just two in the entire game seems somewhat lacking:
Freight Train
Unlocked at Railroad.
Civilian unit. Generates double gold, food and production compared to normal land routes. Can only move along railroads.
This makes land routes even more useful later in the game and gives you an incentive to build railroads between your cities AND to city-states and other civs. Freight Trains are faster than Caravans and Cargo Ships, making them more flexible, as you can reassign them more often. However, if a railroad tile that they use is pillaged, the train will be destroyed, making them slightly more vulnerable. They would be particularly useful for in-empire trade, as most of your railroad connections would be within your own empire, well reflecting their actual use in real life.
Cargo Aircraft
Unlocked at Radar.
Civilian unit. May establish Air trade routes. Can only be based in a city with an Airport.
Air trade routes generate the same gold, food and production as Caravan land routes. However:
- Air routes have a greater range than either land or sea routes.
- They ignore terrain, giving them an even greater theoretical range most of the time (as Caravans and Cargo Ships have to go around obstacles and so forth), as well as letting them reach, say, cities behind mountain ranges or on another continent and landlocked.
- They are extremely fast, able to reach their home city within a turn or two of being cancelled.
- They can only be pillaged by anti-aircraft weapons and fighters, and pillaging them yields no gold.
So to summarise, these suggestions make Caravan more useful, trade routes in general more flexible and useful, add a new trade unit which is particularly good for in-empire trade (Freight Train) and one which is less efficient than the others, but much more flexible and secure, able to reach virtually any city on the map and be near-instantly reassigned (Cargo Aircraft).
Thoughts? Suggestions?