Do trade routes need an overhaul?

Roads suck with 1 upt anyways. They are okay if you are just send a lone unit cross country. But send your entire army cross country and you get an L.A. Style traffic jam. Your only choice is to move on open roadless terrain to move your army.

I'm fine with trade routes, I just want to build my own roads sometimes (but I'm still okay with trade routes making roads too). Engineers should be upped to build 20 roads not 2.

It's really baffling that you can't use builder charges to make roads...
 
Why can't trade routes auto renew? It seems like pointless micro to make the player manually renew trade routes constantly. Even with auto renew, players could still change trade routes if they want to with a limit on how many turns before they are allowed to change it again, to prevent abuse. But this would reduce the silly micro.

Auto renew would be nice, and so would an interactive ledger tab for managing them.

You know, stuff good games could do over a decade ago.
 
Auto renew would be nice, and so would an interactive ledger tab for managing them.

You know, stuff good games could do over a decade ago.

Yeah, even the basic commands that CQUI had in it (haven't tried it since R+F) were solid enough. You could have the route auto-renew, or auto-renew based on the sorted yield you had. So I could say, "auto-renew this route to whichever city gives me the most culture". That way, you can usually designate a large chunk of your routes to the "standard" ones that you would keep up with (largest production if going internal, largest science/culture/gold for external), with a couple routes that maybe you save to swap around to new cities, or if you need a specific road. And you could always cancel the auto-renew and then choose fresh when it finishes.
 
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