How do you stop your trade routes?

I'm afraid trade routes only end every 30 turns, so that means you can't cancel a trade route you know crosses paths with a barb camp. Hopefully they'll add the option in the next patch or hotfix.

EDIT: 700th post! [party]
 
Just noticed this as well. I get the impression that you're not supposed to be able to stop or cancel a route once it's started until it expires.

Lost a caravan to a suddenly-appearing barb Horseman - I spotted him the turn before but there was nothing I could do to save the caravan.

Also, barbs seem to gain a unit from plundering a trade route, which is a nice idea since it gives them an extra incentive to do it.
 
Another thing- is it just me, or do the gold bonuses to trade routes from social policies not affect existing trade routes? When I got treasure fleets from Exploration, I don't recall seeing the extra gold come in until after renewing them. Or am I just going crazy? If not, then that's something that definitely needs patching.
 
I think there should be still an option to destroy your trade route, meaning that you'll have to build the trade route unit again.
Sometimes you might even want to do that if you need to change it at all costs.

Why there should be this option? Well because it doesn't quite make sense that others can destroy your trade routes but you can't, especially when you already can delete buildings and units without any problems.
Anyway as things stand now, the only way to forcibly end your trade route swiftly is by declaring war to the receiving end.
 
I think there should be still an option to destroy your trade route, meaning that you'll have to build the trade route unit again.
Sometimes you might even want to do that if you need to change it at all costs.

Why there should be this option? Well because it doesn't quite make sense that others can destroy your trade routes but you can't, especially when you already can delete buildings and units without any problems.
Anyway as things stand now, the only way to forcibly end your trade route swiftly is by declaring war to the receiving end.

Being able to cancel routes would also change how barbs currently work. Right now when a barb sacks a trade route a new barb spawns from the caravan. I actually restarted a game because of a group of barbs rampaging through my territory after plundering 2 trade routes and pillaging all my resource tiles.
 
Another thing- is it just me, or do the gold bonuses to trade routes from social policies not affect existing trade routes? When I got treasure fleets from Exploration, I don't recall seeing the extra gold come in until after renewing them. Or am I just going crazy? If not, then that's something that definitely needs patching.

All trade route values (income, research, etc.) are locked in place when you create the route. If you do something that increases trade route income (i.e. get a social policy, hook up a new luxury, etc.) current trade routes are unaffected but any new routes will deliver the higher income.
 
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