Daft73
¯\_(ツ)_/¯
Thanks for the time and effort! Will give this a spin and inform you of any bugs
or other anomalies.

I have been testing this for the past few days, and it has been annoying me. The trader does not take the shortest path to the destination. Since he needs to "renew" his movement at trading posts, he passes through cities not along his shortest path. That means the actual distance he travels is not the absolute distance between the origin city and the destination city.Thanks! Great mod.
Would be also nice to see time when route will be finished. (e.g. turns left)
Great suggestion! I will implement that into my next version.Using you mod, and I relly like it!
Another suggestion, but not sure if it isn't already on your change list (or even implemented into newest version):
what I missed so far, is to sort by city name. On left side panel, as well as on the right side panel.
I was facing a similar problem especially late game on a huge map and going wide, since all the possible combinations of trade routes is quite high. I have improved the performance in my next version, and I am experimenting with something that can fix this issue.love this mod is it possible to speed up the loading time of the screen when you don't have any filters on though? sometimes it can take up to 10 sec+
I have been testing this for the past few days, and it has been annoying me. The trader does not take the shortest path to the destination. Since he needs to "renew" his movement at trading posts, he passes through cities not along his shortest path. That means the actual distance he travels is not the absolute distance between the origin city and the destination city. The game does not tell you what path he takes, so there is no way to know before beginning the route how many turns it takes to end the route. Since the trader makes two stops at the destination city,is a close approximation but not the correct amount of turns. What you could do is trace the path a trade takes for the first trip, and then find the remaining turns.Code:4 * Absolute_Distance_between_cities(cityA, cityB)
tradeManager:GetTradeRoutePath()
as far as I know, Civ VI provides achievements even with mods active.
But it may be changed in the future, who knows![]()
I just tested it and it seems to work for me. Can you tell me the line number you changed? And also what you changed. For example, below is what it looks like if you enable grouping by players.So I implemented the changes to do with grouping and hiding from your faqs, but neither of them work in game?![]()
That is a diplomatic trade, and technically this mod is not meant to address that part of UI.Is there a way to add trade deals length remaining (eg, I trade Silver to someone for 30 turns for x GPT).
Currently, I don't see anywhere it tells you how many turns left you have on a trade deal.
The vanilla Civ 6 gives incorrect information for the amount of turns for trade. Here 8 refers to the absolute distance between your city and the destination city.I think i found a bug? First time using the mod.
I just started a multiplayer game (LAN) and around turn 20 had a trade route going (goodie hut). Sent the trade route to a citystate with 8 turns for the trade.
Now around turn 50, i have had yet had the ability to change the route. Seems to be stuck there and no options i see to change routes
The vanilla Civ 6 gives incorrect information for the amount of turns for trade. Here 8 refers to the absolute distance between your city and the destination city.