Growing over happy cap for better trade routes?

I am playing around with JoaII whose UB gives +1 commerce to all sea tiles. GLH strat.
Size 17 capital with UB at 1350ad the best trade route is 10C. Rest all 8/9C. AI cap was 19 pop.
Base profit 1.9.
25% bonus for connection to capital.
50% harbour
35% pop
100% foreign trade routes
100% over seas trade routes
150% sustained peace.

My other cities range from 3-8C per trade routes. Likely because I am getting trade routes from my continent.

How is the base profit calculated? Size of foreign city trade route and plot distance.
To get 10C you clearly need peace and foreign/over seas bonus, To get 11C I would need 22 pop.

There is the question of is a harbour and faitorla worth it? It might add 2c to each trade route? Plus 5-6 commerce from sea tiles? Outlay of 180H for UB and Harbour 80 hammers. Gain of nearly 15 commerce? +50% with capital on bureau.

There are some who can make capitals size 18 by 1ad, So if you avoid corp as long as possible then you could have 4 trade routes per city.
If you go castle that is 5 trade routes.
If you have cohon that is 6 trade routes?

This wouldn't work on a pangea map. So big and small needed? Or continents.

So how much attention do you pay to trade routes and how much of a difference do larger trade routes make to a game? On this game I spammed 24 cities with GLH. Peaceful expansion on a huge map. 3C vs 11C is a big difference.How soon could you get to 8-10C?

Hannibal vs JoaII for thsi strat? Or do commerce from trade routes matter little if you are bulbing heavily anyway? Churning 1500 beakers a turn at 1350ad in a golden age. The old rule is buildings are not worth it. If i am planninmg a late game is this strategy worth a go? Not really played this game so far to use this strat,

What sort of trade routes do you aim for earlier on? 3C? 4c?
 
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One big issue with this spamming city strat is:
1. Each new city takes a while to reach sustained peace bonus. I think it's 3% a turn? So 50 turns? So new cities could well be at 3-4C for a while.
2. With so many trade routes can you find enough AI cities? 25 cities with 5 trade routes may revert to domestic cities.
3. Do the trade routes exceed cost of new cities. Colonial costs will kick in on island cities?
4. Do these trade routes and sea tiles outweigh what a cottage/worshop might of provided?

Free market and corps add soem more interesting twists. Ultimately not sure all of this is worth the effort.
 
Re point 1 of your previous post:
New cities receive the full 150% sustained peace bonus immediately :)
 
Aha!
Plot distance was that weird calculation....
Two plots, (x1, y1) and (x2, y2).
Let dx be abs(x2-x1) and dy abs(y2-y1).

Then plotdistance is max(dx, dy) + min(dx,dy)/2
It's not that weird at all.

Basically if you wanted to do distance properly you'd use Pytagoras and get distance = (dx2 + dy2)1/2. But in computer science square roots are expensive. As in it takes computers a long time to calculate them compared to literally every other piece of normal math. And having to recalculate them for each trade route for each city on a huge map would thus be even more expensive. This is a workaround to give you something approximating the result while avoiding SQRT. You see that a lot in computer graphics too. Well, you used to. CPU's these days have built in dedicated hardware for calculating square roots quickly so it's no longer required. Not so much in the early 2000's when CIV4 was released.
 
I think spamming cities does not win the games. Albeit on my first run AP cheese has been relatively easy. Maybe just conquering world is quicker. Just nice to play different strategies.
 
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