ColdClimate
Prince
An idea for civ7 I suppose...
I’ve always felt that trade should be more central to Civ, especially in the early game. Civilizations flourished just by being along trade routes, and I just don’t feel like that is stressed that much in the game. At the same time, I find managing lots of trade routes in the later game a bit tedious. Why am I telling my many merchants where to trade their goods anyhow? Shouldn't the invisible hand be directing all of this? A solution: organic trade routes.
Essentially, every city founded starts out with a trader that automatically starts trading with the city in its range that offers the most gold, either internally or externally (in this model trade routes would provide only gold, not food/production/etc). As the city grows or gets more infrastructure (marketplaces, harbors, etc) it increases its number of traders and sends them off to the next best trading opportunity. Trade routes would behave pretty much as they do now, with a couple exceptions:
Anyhow, that's the idea, tear it to shreds!
I’ve always felt that trade should be more central to Civ, especially in the early game. Civilizations flourished just by being along trade routes, and I just don’t feel like that is stressed that much in the game. At the same time, I find managing lots of trade routes in the later game a bit tedious. Why am I telling my many merchants where to trade their goods anyhow? Shouldn't the invisible hand be directing all of this? A solution: organic trade routes.
Essentially, every city founded starts out with a trader that automatically starts trading with the city in its range that offers the most gold, either internally or externally (in this model trade routes would provide only gold, not food/production/etc). As the city grows or gets more infrastructure (marketplaces, harbors, etc) it increases its number of traders and sends them off to the next best trading opportunity. Trade routes would behave pretty much as they do now, with a couple exceptions:
- Trading posts: rather than having trading posts that extend your range be created by trading, they have to be built in the host city. And rather than providing gold to the trader, they provide gold to the host. So, if you set up a city with a trading post strategically to create a new trading corridor, you can reap the reward of other civilizations passing through.
- Embargos: If your neighbour is annoying you, and you can deal without their caravans, you can embargo them, meaning they no longer have access to each other's trading networks, either for direct trading or passing through via trading posts. Cities with trade routes to or through your neighbour’s city will reroute to other cities in range, if they are available.
- Range: Trade routes still create roads, but ‘weak’ roads that will disappear over time if not used. You can, however, use a worker to turn it into a permanent road. This permanent road will not only allow for faster military movement than weak roads, but will also extend the range of trade routes that pass along this way. As technology advances, you can build better roads and eventually railroads. Rivers are a kind of natural permanent roads, connecting cities that are much further than those over a land route.
Anyhow, that's the idea, tear it to shreds!