Trengilly
Warlord
While I'm not opposed to a more involved trade system. I feel trade routes is one thing Civ 6 has pretty well balanced. I'd hate to see them break that balance and they have more important things to work on.
Tying road construction to traders is genus in my book. (But I'd be happy if builders could also build them and forts, Military Engineers should just be scrapped). It forces your to spread your traders around if you want roads and use some sub-optimal trade routes. The choices are often tough. Do I build a needed road, run an internal route to boost production and growth of a new city. Or send them external for better yields but put the trader at risk of war. Now with religious pressure back in that is another consideration.
The change in R&F to granting trade routes on lighthouses/markets instead of just the districts is going to be a big change. That combined with moving city state bonus to your first and second tier buildings is going to really alter priorities. Gonna have to build/buy buildings instead of just coasting along with empty districts.
Tying road construction to traders is genus in my book. (But I'd be happy if builders could also build them and forts, Military Engineers should just be scrapped). It forces your to spread your traders around if you want roads and use some sub-optimal trade routes. The choices are often tough. Do I build a needed road, run an internal route to boost production and growth of a new city. Or send them external for better yields but put the trader at risk of war. Now with religious pressure back in that is another consideration.
The change in R&F to granting trade routes on lighthouses/markets instead of just the districts is going to be a big change. That combined with moving city state bonus to your first and second tier buildings is going to really alter priorities. Gonna have to build/buy buildings instead of just coasting along with empty districts.