Thing is though, if a trade unit costs 2 energy, you can pay for about five internal trade routes with a single good external trade route. The solution is still "have your trade routes maxed out at all times".
Not too different from Civ5, then.
Thing is though, if a trade unit costs 2 energy, you can pay for about five internal trade routes with a single good external trade route. The solution is still "have your trade routes maxed out at all times".
It's quite different, because internal trade routes are more powerful now they yield both ways, and also trade routes are not unlocked one and one from tech. So while you were chosing unlocking an extra trade route by chosing a particular tech over another tech that you also really needed, you now basically have full access pretty early to a number each city. And since they are so powerful, any new city will pretty much require trade depot and 2 (3) trade convoys as the first you build there, this is completely regardless of terrain.Not too different from Civ5, then.
You can't see the problem if the optimal build order of EVERY new city you found is basically "trade depot -> trade convoy -> trade convoy"?...
Why should I care if internal trade routes is better than in Civ5, it's not like I'm going to fire up a civ5 mutiplayergame and play against someone with civ5...
Weird arguments.
I just don't get this thread and I still haven't been told what trade routes is better than. It isn't better with an internal trade route if I need energy/science and it's not rare to have worthless internal trade routes in the LP's we have seen.
Trade routes is an important part of growing you're empire, to the point that wars that result in loosing a lot of them is really painful. That seems like a really good thing to me.
Lol, my bad, you're one step ahead of me [emoji2]No, you only build the Trade Depot (and then Autoplant). And then only if you don't have the Energy to rush them. The Trade Convoys/Vessels you Energy rush or airlift in from your established cities who can built them very fast because of their Trade Routes
Trade routes are very strong in civ 5. I think most people just don't get it and don't get them up and running as soon as they should.
So if the trade routes give you yields based on the difference between the two cities doesn't that mean you want to get a massive capital then make a bunch of smaller cities and the trade routes will be extremely beneficial to the cities.
Also does beyond earth have national buildings like national college or some equivalent? If it does then it seems like with this trade route mechanic the way to go would be to get your capital really big make a National college equivalent and then make your additional cities much later.
What I wonder is if equation for the trade route yields includes the yield gain from other trade routes. So if I boost my capital with trade routes will all other trade routes to it become more effective?So if the trade routes give you yields based on the difference between the two cities doesn't that mean you want to get a massive capital then make a bunch of smaller cities and the trade routes will be extremely beneficial to the cities.[...]
What I wonder is if equation for the trade route yields includes the yield gain from other trade routes. So if I boost my capital with trade routes will all other trade routes to it become more effective?
Would it? It could use the total value from the beginning of the turn and update it on the end of the turn.
There is no civ5 national wonder requirements (is there a national wonder besides the spy agency even ?). This is one of the prime reason why CivBE is unlikely to have "few cities" being a competitive strategy. The game is clearly rigged toward grabbing as much land as possible and fast. At least in SP, I guess in MP if you don't make an army and just expand you'll just get conquered.