AntSou
Deity
- Joined
- Jun 8, 2019
- Messages
- 3,051
MAIN CHANGES:
- Luxury Resources no longer trade-able through the trade screen;
- Domestic and International Trade Networks; (explained below)
Domestic Trade Networks (dependent on roads, which require an initial trade route):
International Trade Networks (dependent on persistent trade routes);
Visual breakdown of the Persia Example Above
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Main Effects:
- Trade Routes are crucial, both to establish home trade networks prior to engineers, and to import Luxuries from abroad;
- Trade networks expand more realistically to simulate Silk Road-like networks.
- Warfare can seriously disrupt amenities, not only for the belligerent nations, but also neutral Civs. If war breaks out in the middle of a Silk Road, it disrupts it for everybody else. Trading Posts are destroyed when a city is captured and they must be reestablished (at half the cost/time of the first time).
- Neutral Civs gain grievances or negative opinion whenever one of their trading posts is destroyed. They also gain a set amount of grievances or negative opinion whenever you pillage trade routes or luxury resources, for each unit of Amenity you cause them to lose.
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Input or Questions appreciated. This is all fairly straightforward, it's the explaining that makes it look more complex than what it is.
- Luxury Resources no longer trade-able through the trade screen;
- Domestic and International Trade Networks; (explained below)
Domestic Trade Networks (dependent on roads, which require an initial trade route):

International Trade Networks (dependent on persistent trade routes);

Visual breakdown of the Persia Example Above

---
Main Effects:
- Trade Routes are crucial, both to establish home trade networks prior to engineers, and to import Luxuries from abroad;
- Trade networks expand more realistically to simulate Silk Road-like networks.
- Warfare can seriously disrupt amenities, not only for the belligerent nations, but also neutral Civs. If war breaks out in the middle of a Silk Road, it disrupts it for everybody else. Trading Posts are destroyed when a city is captured and they must be reestablished (at half the cost/time of the first time).
- Neutral Civs gain grievances or negative opinion whenever one of their trading posts is destroyed. They also gain a set amount of grievances or negative opinion whenever you pillage trade routes or luxury resources, for each unit of Amenity you cause them to lose.
---
Input or Questions appreciated. This is all fairly straightforward, it's the explaining that makes it look more complex than what it is.