I think it would be
really cool if trade that involves crossing the ocean between two ports was accomplished by an automatically dispatched cargo ship that could be sunk. So for trade that requires an ocean crossing, the player could have his choice of how many turns worth of cargo each ship would carry, and what the frequency of ships leaving port would be, and then the game engine would automatically dispatch and move the ships between ports, and only credit you for the transaction once the ship reaches it's destination. If you elect to have 1 turns worth of cargo in each ship, then every turn a ship arrives you get the benefit of the cargo in the next turn. If you elect to have 5 turns worth of cargo in each shipload, then you get the benefit o the cargo for 5 turns after the ship arrives. If one of the ships is sunk, then obviously there will be a gap in the availability of the cargo.
If the ability to trade finished goods (units) becomes possible in the game, these should be transported this way as well, if it is necessary to cross an ocean.
I don't believe it is necessary to have a land equivalent of this, since land transportation methods and routes are more diverse. I never played civ I or II, but I understand there was something called a caravan that was like this. From what I know about it, I think it is right to leave it out. Trade that crosses an ocean is different though.
Another tweak on the subject of trade is that airports maybe should not allow trade between two cities with no other routes. It is not economical to carry significant amounts of some commodities by air, like coal and oil for example. These must be transported by ship.
If food and shields could be shared between cities (something else I'd like to see), these could also be transported across the ocean by these automatically dispatched sinkable cargo ships.
On the subject of sharing food and shields between cities, it is apparent to me that the way the game works now does not represent reality very well in terms of where cities grow and prosper due to the fact that food and shields are not transportable. I suppose things are fine in ancient times (biggest cities where the most food is), but as the ability to transport goods advances, the population should shift from the agricultural centers to the production centers. In the real world, cities (the population) grow where the economy prospers providing that food is either readily available or
can be transported in. This should transfer to the game by seeing large cities in hills and mountains where there are a lot of resources but little food, as long as there is excess food elsewhere. In the event of a food shortage, starvation should occur in the least prosperous cities first.
*sigh* now I feel better
