I'll grant that the trade interface could be clearer and better presented, but then so could many of the elements on the UI -- most notably political relations (why they abandoned the diplomacy wheel in favor of that inelegant list I'll never understand).
I like the trade mechanic though. I'm in favor of nearly any new gameplay mechanic or system, as I enjoy anything that adds a layer of depth without overburdening the gameplay and throwing it off balance.
I also like that, between it and the improved diplomacy system, there seems to be more of a connection between your empire and those that neighbor you.
In Vanilla, I felt like my empire existed largely in a vacuum, as the world outside my borders had little bearing unless I was waging war.
With the two expansions, empires now feel a bit more interconnected... religion spreads, science and gold are exchanged along trade routes, etc.
The world feels more fluid and dynamic, not staid and static.
Minimal use ? Um, no. If yo'ure winning without using them, you should move up in difficulty, because the game is too easy for you at whatever level you're playing.
I think they're awesome, my favorite addition from BnW actually. I really like that it gives a physical representation of trade on the map, and that you can see civs that prosper with a bunch of caravans and cargo ships between them, and geopolitical outcasts who are isolated and don't benefit for them as much.
I like trade routes because they add another way to grow, get gold, science, religion, etc.
What I don't like about them is that they are so damn hard to defend. They have no line of sight so you don't know where they are. You have to have a military unit follow them around or risk losing them to barbarians. If you declare war on someone (or they declare war on you) all your routes with them are instantly pillaged.
What I'd really like is an option to stop a trade route prematurely.
The only thing I don't like about Trade Routes is that they come from a unit that you have to build or buy. I like making the decision to get one, but the max routes related to tech level with building a unit on top doesn't seem very related to trade. These things seem to be what the state is doing, while trade seems to originate from private citizens. In game, that translates to me not being as able to fit in the production of trade units where I'm on a low Hammer start. If they were somehow purchasable by Culture, sort of how Missionaries are purchasable with Faith, I think that would go a lot smoother and feel more organic.
I'm a bit slow to get them up and running what with so many other things to build in a hurry, but for most of the game my first six are used for shifting food around and getting big cities. Cargo ships are amazing city boosters.
If I'm going science they stay on food - more pop = more science. For cv target the tougher culture civs.
The interface is a pain once there's a seemingly never ending list of cities and could do with a simple 'repeat trade' button at the top but hey, there ya go.
I love trade routes. People often complain about the difficulty to defend them, but that's seem logical for me. Gameplay and historically accurate, trade routes were strategic and the key of economy.
Cutting a route before invading a enemy is a good thing to cripple him and get some money.
I find them tedious. Usually when they come up for review I just end up having to renew the same route over and over.
I would do one of two things to improve them.
1) I would give them an option straight off to continue the previous route without having to search for it through the list, or at least have the list scroll to the last trade route so you don't have to look around for it.
Or
2) I would allow the trade routes to operate perpetually, and to be changed at will but with a 30 turn period where they can't be changed after the route being set.
Send food and hammers to any of your cities not useful? You are certifiably insane. Trade routes have completely changed the game and are essential. If you play some one that uses them and you don't, you are going to get blown out.
I do not find even a large number of them (late game, with wonders that give added routes) to be troublesome, management-wise. It can be fun. Lotsa CIVvy decisions. Defending routes encourages fresh thinking about unit placement.
I like them but i can't say I'm 100% satisfied with them either.
I think the system has made the game seem kind of lopsided and a tad out of balance. Way too little gold available at the beginning and way too much available at the end. I find myself taking tradition over honor for early warmongering because tradition can support larger armies. At the end of the game i find myself just throwing money at CSs because I really don't have anything else to do with it.
I think the trade system and espionage system are backwards. Spies should be built and trade units earned through techs, wonders or buildings. Building all the trade units is kind of a nuisance and a little bit of a scarey investment considering how easily they get eaten by barbs early on. I tend to just send them to the closest cities possible while barbs are more prevalent. Too many hammers to waste just losing it. I actually build more units early on and support more early units with less money because of the trade system. That irritates me.
I do have to say I love the internal trade routes. New cities can be developed so quickly now and my capitals can get huge without the hanging gardens or a grass start. Internal trade routes are awesome and totally redeem the system in my eyes.
I like trade routes, I love pillaging sea trade routes and getting that instant free 200 gold. But yes I do think the UI should be updated to do make it easier to manage.
1) Show the city that you last had the trade route to at the top of the screen and the income yield. Have an easy 'repeat trade route' option
2) Show City States that desire a trade route on the top of the screen and have them flagged so you can locate them easily
3) Put a symbol on each city that belongs to a Civilization that gives you a quick idea of your relations: i.e. friendly, neutral or hostile....
Making those wonders that give that extra trade route and deleting the cargo ship or caravan for the suitable unit gives that extra gold when deleting the unit.
It's not that I hate the idea. Or even the implementation so much. Though the UI is poor. It's mostly the micromanagement added to religion micromanagement (either you do this or the enemy will trade route your religion to death) added to what seem like overly restrictive range values on larger maps... one play through I'm managing a dozen trade routes and trying to keep my religion from being trade spammed, the next I don't even get close enough to a major civ until the middle ages.
When they work I have too much money, when they don't I have too little. And did I mention it is a lot of micromanagement (screen swapping) if you want to also play with a successful religion?
People who say they just want an auto renew don't understand how religious pressure works with trade routes. It's just not that straight forward.
It just all feels overwhelming to me. I liked my simpler Civ.
That said, I can see I'm clearly in the minority here It sounds like they are a great addition for those who enjoy managing them and mastering them.
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