Thanks to the
latest batch of freshly baked PAX screenshots, we got to get a better picture of the new trade route mechanics.
I know it's a bit off topic, but is that a new barbarian unit in picture 6? Looks a bit like a jungle unit - maybe ranged with throwing axes as the icon shows.
- Caravans will have a fixed number of movements (radious) that might increase with technologies / wonders / SP / UA, etc (10 seems to be the initial lenght)
...
- Since caravans seems to have a fixed amount of radious, do that means that terrain and roads won't make a difference regarding land routes? This seems like a major mistake to me, city placement and natural isolation / communication must have a major role into trade (fluvial trade network, rocky mountains isolating regions, etc)
Do we know about this "fixed movement" and where do you get 10 movements from? I've noticed in the video that a caravan moved just 2 tiles even though they were on a road, meaning that either they only have 1 movement point per turn or they ignore roads. I guess this is a (camel) caravan restriction - at least that's my best guess looking at it from a realistic point of view. Why would a trade unit be any slower than any other unit from a realistic point of view?
- I don't like the fact that there's a fixed amount of food and production that internal trade routes provides. Industrial centers ought to supply more hammers than breadbaskets, so to speak
I guess this was supposed to show that there's a limit to caravans capacity
I bet you can't deliver more than 4 hammers if you don't produce those 4 hammers (if that ever happens with a workshop). Thereby, it's not about the city's production but the limit in capacity. Maybe you can have two trade units moving stuff from the same city to the other. On the other hand a new city could soon become too powerful if you gave it like 30 hammers for 10 turns. Afterall, every beginning is difficult
... I also hope that we will get an "escort" unit button. I wonder how automated the trade routes pathfinding will be and if we can change it (i.e. take the safe route instead of that mountain pass please). Could be a source of annoyance... (especially in wars)
Interesting thoughts! I thought about the escort aswell when watching the trade ships next to the two frigates when we say the demo video. Change of the path would be a great idea changing the about of gold yield for indirect path choosing.
This is where I think the designers need to be most flexible. What a trade route-internal or international-generates should be entirely based on what the 2 trading cities generate-in surplus of their opposite number. So if city A generates more food than city B, then City A will trade food to city B, perhaps in return for City B's surplus production. I do agree, though, that whatever other yields a trade route generates, it definitely needs to generate gold, & much more gold than would be yielded from an internal trade route (at least base, distance obviously would play a factor for offshore colonies).
I like the idea of "taking something back". When you transport food from A to B, you should be able to choose if you want to take production back to A from B. Even better - continue to C to gain gold (foreign city) and gold when going back to A. Of course this would limit the food transport further, so you have to estimate if you need food transported the most or if you can live with this limit. Scrambled for Africa makes my point. Weapon to Africa --> slaves to America --> rum and tobacco to Europe.
My thoughts:
1) Did we just loose the number one reason for building a city at a river tile? Besides defence when attacked from across river and the fact that you loose movement when crossing, which of course isn't a benefit, there's no point in building next to a river. All of a sudden, Hamburg looses its historical imporance if this was real world
Only if there will be a unit that somehow moves along the river tiles and into the ocean, but I doubt that since that would demand trade units to move between two tiles.
2) The game devs have always tried to enhance the advantage of using ships and thereby making the ocean civs better. I know it doesn't change that much, but this is yet another reason for building a city new to the ocean, and i like that... and if you get the escort function, then there definately will be a lot more sea going wars. Afterall WWII was a taking into the sea for reasons to break the supply chains. Sending (not trading) food and production to allies could also be a good idea - think US/UK collaboration in WWII. I know it won't be the best feature ever seen in Civ, but in some cases you may want to restict a big civ from gaining more ground without going to war with him before you're ready. Big alliances could balance the game when someone gets too big to be stopped single handily
And a question: Do we know if you get the trade units or if you have to build them? Whichever we assume I was wondering if you could choose all of your trade units to be seagoing / landgoing or if you could only build so and so of each type of trade units? If you are free to choose (once you have the technology of course) there will be yet another reason to choose water happy civs.