But I'd just comment that it's very unusual for me to feel this concerned about a mechanic in new game in a franchise. Most of the time I can see some positives, even in controversial design changes. This time, I can only see negatives and I don't understand why they had to go down this path
I'm no fan of small empires, but as a wide player who still tries to make his cities fantastic I feel just as turned off by the limitless TRs - more so by the day. (It doesn't matter as much for me since Mac release appears to be 2 months off.)
Why bother settling my cities somewhere nice, if the TRs will grow and do all the work for the city anyway? Why fuss over which building to make next, if the TRs are generating most of the production or science in my empire anyway? Why go through the trouble of specializing two or three cities for unit training, when most of the productive output of my empire is completely modular now?
Remove limits, remove choices. What about the fundamental choice of whether to make your empire production focused or gold (energy) focused? The whole point of gold and production being two separate resources was that production was powerful, but slow (cannot transfer), and gold was weak, but fast (can be spent anywhere) - the same elegant division we see in military units. Now production can go anywhere - there's no real need for gold/energy focused strats anymore. It's like starting the game with X-Coms on the field.
Limitless TRs take out all the builder-y choices in the game. I just see no reason to even care what my cities are doing at any time.
Gamestar.de (One if not the biggest German gaming magazines (on paper + internet) just released a review.
Conclusion: 82%
One of the Negative points listed:
Too powerful traderoutes
So in that case it had an impact on the rating.
http://www.gamestar.de/spiele/sid-meiers-civilization-beyond-earth/wertung/50903.html
That's too bad. Did you play it or watch a video? I just saw a little bit of the Global Launch vid, but not enough to get a consistant picture of trade route yields.AFAIK, the review build is the same as the release build in terms of trade routes.
I think it's safe to say that the unequivocally correct answer to this thread is 'yes'. The consequence being that new cities can always pay for themselves.
From playing the game.
I should add, I don't think REX in itself is a bad thing - after Civ5 it's quite liberating to be able to use up the space on the map, and there are still limitations on expansion (e.g. other factions, aliens), just not so much from internal empire management mechanics. If there's a problem, it's more that trade routes dominate too much in allowing you to REX.
From playing the game.
I should add, I don't think REX in itself is a bad thing - after Civ5 it's quite liberating to be able to use up the space on the map, and there are still limitations on expansion (e.g. other factions, aliens), just not so much from internal empire management mechanics. If there's a problem, it's more that trade routes dominate too much in allowing you to REX.
What difficulty level were you playing on, and how did you find it? Which difficulty level do you think it compares best to in Civ 5?
I wonder if they've thought that health would be a natural barrier to REX, but it's not really working out that way.
I'm not pushing trade routes in my games so far because anything obviously broken will get fixed eventually. I had one station route giving me 6 food while my city was only at +2 though, and it felt like it was seriously too much.