Eisenhart
Warlord
Looks like an interesting patch is coming.
Hopefully this will fix the feel of the game.
Hopefully this will fix the feel of the game.

Off the cuff, a fair estimate might be 4food/8hammer outgoing, 2food/4hammer back on a land route = 6food/12hammer. I'd value that at 25 or 30 energy/turn - half your estimate - for a modestly optimized route set in the mid or late game. Early game value might be half of 25 - maybe 13 EPT.
Thing is, you've taken a not particularly optimised trade route as your example. First off, it's a land route. Sea routes give bigger yields, and on many maps it's not hard to make every one of your trade routes sea routes. Not only that, but there are additional riders on trade routes you can get - for instance the Recycler which produces extra production per trade route.
There's also value in being able to switch between food/production and science/energy for your trade route, which means the trade route has utility above and beyond the raw yields, as there is power in being able to choose what return you get.
Finally, there's also value in being able to focus your trade routes on a particular city - for example a city that's building your game-ending wonder, or a new city that has lots of things to build. This also grants utility above and beyond raw yields.
In any case, the fact that we're debating whether one choice in a quest is thirty or sixty times better than the other choice in the quest is pretty damning evidence of a horribly balanced game.
I took all of those into consideration.
Energy is malleable, so in terms of flexibility of what to use it for and where to use it, it's much more flexible that TRs. Consider than a normal external TR would yield less than half of 30 ept, so 30 is extremely generous.
The quest decision point itself is badly balanced. There's really almost no reason to choose hammers. This only justifies the game itself being badly unbalanced if you already believe that and are just looking for reasons. Confirmation bias is a tricky thing.
No you didn't. You assumed every route was a land route and mentioned none of the things I mentioned. That is the very reason I mentioned them in the follow-up post.
External trade routes yield less than internal ones (and indeed enrich an opponent rather than yourself twice), so again you're assuming towards the low-powered end.
Right so having a quest choice that nobody in their right mind would pick is not evidence of poor balance? You're going to have to explain that bit of spurious logic.
Hence, why I estimated 30, which is more than twice the energy value of the usual external routes. The variables change from game to game. I'm taking both high and low ends into account.
I think we already hashed that out in the Trade Routes thread. No need to repeat all that here and clog the thread.
This is an error, as someone analysing both sides of the Autoplant quest is going to pick the one with the best returns. If you lowball the equivalent energy value of trade routes to the player by assuming they're going to use external land trade routes instead of good ones, you'll just end up with another quest option nobody picks. You need to balance the options around an empire that's built to take advantage of them.
I seem to recall in the Trade Route thread that you're arguing that everything is fine with Trade Routes and you couldn't even form an opinion on what to do with the Autoplant quest and insisted that the Autoplant quest has nothing to do with Trade Routes even though it gives you 50% more of them. Were you wrong then or are you wrong now?
Adjusting Affinity reward ramping when earning Affinity from Quests.
I was. If I was just using the lowball option, the estimate would be much lower than 30. The worst routes get something like +1/+3 hammers and no food. Not every game is going to be played on Atlantean. Not every capital start is coastal. Not everyone pick Continental Surveyor. It'd be a less interesting game if that's the only thing anyone ever picked.
You read wrong. I didn't say any of that, and all of that is better discussed in that thread.
expansion being strong is a health problem, not a TR problem.
I personally hope they come down on both systems. If they only make unhealth bad it really doesn't fix much (and I'd have to see what they really consider doing there). It will just make expansion slower, you'll still end up with 20-30 trade routes at the end of your now slower game. This is a matter of opinion here but I dislike having to manage that many, it's just a boring task. Also it would make +health per city type virtues even stronger than it is right now since the new goal would simply to spam while achieving health balance.
Illustration: If TRs got a 100% reduction in output from being a -1 Health, you'd see a rapid decline in REXing for TRs pretty much immediately.
Acken said:But like I said it only slows down your expansion and your acquisition of your TR army.
Listen, I agree that this make you more careful about expanding but as I said it only slows down your game, late game is still the same: management nightmare/boredom of TRs. Everything you do would just be about staying healthy in order to continue this "only competitive" strategy which is to get as many TR as possible. And like I said you also made health virtues the #1 priority now. Getting healthy in CivBE is easy, despite rumors of the contrary.
The point is, the problem is with the restraint, not the economy.