m15a
Emperor
- Joined
- Jul 7, 2005
- Messages
- 1,471
I guess if the penalty is destroying the trade convoy, that'd be pretty safe. But I don't know how many people would actually use that feature.Hence the penalty
I guess if the penalty is destroying the trade convoy, that'd be pretty safe. But I don't know how many people would actually use that feature.Hence the penalty
There are some basic grammar and spelling errors. I'm not surprised that QA missed major things like production notification.
Sounds like you won't be playing at all then.
Trade route management is far from the most urgent thing that needs to be addressed in this game. When they do address it, I expect they'll add a couple more sorting options, and that's it. It was the same way for the entirety of Civ V.
Why destroying the convoy? Relationships going sour with other players relative to the size of the commercial route, lost of progress of the commercial route with stations and unhappiness or unhealthy for your internal ones should suffice. Add perhaps a little energy penalty and the requirement of go back to their home cities to start a new trade route and you'll have something balanced.I guess if the penalty is destroying the trade convoy, that'd be pretty safe. But I don't know how many people would actually use that feature.
Trade routes might actually be the biggest issue that they can patch, other than crashes. And I have no idea what game you were playing, but it certainly was not Civ V. 8 trades routes end game Civ V does not even begin to compare to the horror of BE.
The trade route should be stopped at will when it's in your starting city. If it's not, you can tell it to stop when it gets home the next time. This will solve all your "exploit" worries.
As for the trade routes going sour, would be nice if the mechanics were explained for a change. I had a trade route today that yielded nothing at all both ways. Bug?
I just wasn't playing the "exactly 4 cities" game.
Given the way the trade route yields seem to fluctuate wildly in BE -- I've had routes go from +6& +10
to 0
& +4
-- it's rather necessary to check them every x turns anyway. Putting the most recent at the top of the list and adding sort options for energy & science is the only gameplay-inducive way to approach this. Fire & forget will cause you to get far below-optimal yields without even knowing why - leading you to micromanage the darn things more frequently and without prompting. Automatic "most energy" or "most science" options are asking the game to play for you. Allowing to be changed as will is exploitive. Allowing to be changed whenever the vessel / caravan hits the origin city is 4x more messages, "The trade unit has returned to Central and may be reassigned" - you can pair that with something like the diplomacy interface, with a # showing how many trade routes are available to be reassigned, but ultimately I don't think you'd spend less work managing it. And I highly doubt they're going to reduce the # of routes per city.
Note to mods: Can we get the BE currencies into the "Smilies" list?
It does not matter how many cities you had in Civ 5, you still had the same number of trade routes to assign.
Venice.
Yeah and they haven't even said when it will come!