We all know that in R&F trade routes are a lot more scarce but also more powerful. I do like the balance!
But they still use the same horrific algorithms like they did in vanilla. Did you know that on standard speed, a trade route needs a minimum of 21 turns to be completed?
In vanilla this wasn't a big issue because you could simply rush to commercial hubs and spam some more traders to be more flexible.
In R&F however you can't do that. The market takes forever to build. This severely limits our options to boost new cities in the early game because you can only boost ONE city and then forget about it for the next 21 turns.
21 turns if you are lucky by the way!!! Look at this guide on how the length of trade routes is calculated. I assume that this guide is still up to date?
https://forums.civfanatics.com/resources/trade-routes-guide.25529/#q8
On standard speed, if travel distance is 10 tiles, the trade route needs 40 turns to be completed!!! If it's 11 tiles away it only needs 21 turns again. Why? Because reasons!
Honestly, this is just bad. The only way we can boost new cities now is Magnus and we all know how that worked out for the balance of the game ...
So I'd say make trade routes more flexible again by reducing the amount of time it takes to complete a trade route, bring back the auto renew feature and please fix the UI already! All the numbers about travel distance in the trade route overview are basically irrelevant information (see guide).
But they still use the same horrific algorithms like they did in vanilla. Did you know that on standard speed, a trade route needs a minimum of 21 turns to be completed?
In vanilla this wasn't a big issue because you could simply rush to commercial hubs and spam some more traders to be more flexible.
In R&F however you can't do that. The market takes forever to build. This severely limits our options to boost new cities in the early game because you can only boost ONE city and then forget about it for the next 21 turns.
21 turns if you are lucky by the way!!! Look at this guide on how the length of trade routes is calculated. I assume that this guide is still up to date?
https://forums.civfanatics.com/resources/trade-routes-guide.25529/#q8
On standard speed, if travel distance is 10 tiles, the trade route needs 40 turns to be completed!!! If it's 11 tiles away it only needs 21 turns again. Why? Because reasons!
Honestly, this is just bad. The only way we can boost new cities now is Magnus and we all know how that worked out for the balance of the game ...

So I'd say make trade routes more flexible again by reducing the amount of time it takes to complete a trade route, bring back the auto renew feature and please fix the UI already! All the numbers about travel distance in the trade route overview are basically irrelevant information (see guide).
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