I have never yet rolled a titanium start, though I assume it's possible.

The nerf to trade routes does not slow down my win times... and as I play with ways to improve, my win times on Apollo, have dropped to the (should read 225 to 235)125 to 135 range.
We are still waiting to find out which is more optimal:
- Couple of good cities with a couple 1 pop garbage cities to trade with, or...
- A handful of equally developed cities
Which gets the job done better?
So, wait, was it just speculation that you need a trade depot to receive yields in a city, or was that indeed part of the patch I'm just not finding in notes?
Triple edit: right, so I would have no problem with this if the yields were reversed, as that would encourage city specialization and trade between specialized cities in a manner that I feel makes sense and could easily be balanced (yields would still need to be nerfed a bit though) but as is it feels backwards and abusable. City A is a food city and City B is a production city so trading with each other makes City A an even better food city and City B an even better production city? Shouldn't City A be sending excess food to City B and vice versa with City B's production?
Actually, you can have a couple of good cities and a bunch of smaller, but not garbage cities that harvest non-food, non-hammer outputs. You can have even have those cities in the context of decent ITRs between the good cities, too. It's the magic of logarithmic scaling.
That's why I said that intentionally gimping your smaller cities is completely pointless. You're trading something like 60 to 80 bpt (Academies were nerfed) for - well, nothing, since the sensible alternative gets as much stuff.
https://dl.dropboxusercontent.com/u/16402314/Scaled Down Photos/2014-12-16_00001.jpg
https://dl.dropboxusercontent.com/u/16402314/Scaled Down Photos/2014-12-16_00002.jpg
The trade route from Ayaan to Masego is worth +4/+8. It is less by +1/+2 from your size 1 city. However, the output of the size 5 city is considerably greater by more than +1/+2 compared to a size 1 city that doesn't have anything, and it's more Health Neutral. You can clearly see that most of the routes are worth +4 or +5 food to +6 to +8 hammers. This is fairly consistent. +10 and above are possible, but the difference in outputs would have be really large, and it's not worth losing the +4 hammers when you're sacrificing much more than that to get that result.
The least valuable route is from Bongani to Xirsi - Bongani is at an awkward stage where it's not a new city, but it has quite settled into a specialization yet, because I haven't been able to spare the worker time. Pesky Hutama up north bothered me with a backstab that set me back quite a bit.
A 1 pop city doesn't "naturally" stay that way. If it's settled near a lot of food resources and improved aggressively, it will grow rather quickly. It'll grow even faster with Refugees. I'm thinking that with a good source, a city can be something like size 3-5 before the first route needs to be renewed.
That's kind of how it worked pre patch since sending food out from a food city did give the food city more food too.As for the conceptual issue, that's a textbook example of Comparative Advantage and marginal productivity. Saudi Arabia makes oil, Argentina grows wheat. They trade, which lets SA get better at extracting oil and Argentina get better at growing wheat. The net result is that there is more oil and wheat in the world than if each took it's profits from the exchange and then tried to encourage domestic production of the other's good. Your understanding of trade is faulty, not the game's.
Agreed. They should think about international trade in terms of who would be the best foreign city to trade with. If you want money trade with the rich. They have the most to spend. If you want get smarter, trade with the smartest. They have the most to teach. Also it gives reason to build up a tall city that produces a lot of energy or science. It will attract outside trade. It would be interesting to have good trade not just be what routes you send out but what you can bring in.The dynamic is reversed in-game for external routes, which seems counter-intuitive. In our world, the most scientifically advanced cities and economies attract MORE research and technology. Every mayor wants to make a Silicon Mudpit in their podunk city, but it's very hard to do it. Young startups move to Silicon Valley (or are brought there by buy-outs). Students and researchers want to go to where the action is, and doing so increases their productivity. The most technologically advanced parts of the world today are the same as 50 and 100 years ago, because the exchange of scientific information has tended to keep the leaders leading.
It's not just science. Directors and actors move to Hollywood. Bankers from all over Europe end up in London. Fashion designers, regardless of where they start, migrate to Paris and Milan. Money attracts money - exactly the opposite of the trade routes in the game.
I still have a problem with the current implementation seeing food as, well literally food;

As for the conceptual issue, that's a textbook example of Comparative Advantage and marginal productivity. Saudi Arabia makes oil, Argentina grows wheat. They trade, which lets SA get better at extracting oil and Argentina get better at growing wheat. The net result is that there is more oil and wheat in the world than if each took it's profits from the exchange and then tried to encourage domestic production of the other's good. Your understanding of trade is faulty, not the game's.
Now, this is all nonsense as far as game design and how it should work in the game... but in reality, comparative advantage means you get what you are not relatively good at from trade, so you can divert domestic resources to producing what you are good at.
I and someone else already stated why it doesn't have to be so abstract. We send the physical goods and get the follow-up effect. It still has the same end effect you want where both cities get better at what they are already specialized in:Yes. But a "Trade Route" is an abstration of this relationship for gameplay purposes. What should the TR represent then: the physical goods that are being sent, or the follow-on economic effects of the trade - i.e., that trading lets you make more of what you've already specialized in?
And i still say the mechanics for external routes are back-asswords vis. the "real world".
and...it's not unreasonable to think that a city with surplus wheat trading with a city with surplus oil would exchange those two commodities. It would still ultimately result in better production of their native resource like you said because oil city could reduce local food production, likely less efficient than the wheat focused city, and produce more oil, or grow population for the same affect. The wheat city could build more infrastructure and be a better wheat producer.
Right now it's cutting out the middle part where you build up the cities and just giving you the end result. And since this is a building game we shouldn't skip the building part.
The reason to abstract things in a game is if they would be too complex or would distract from more fun parts of the game. Food producing cities sending food is not too complex. Building up population and infrastructure is part of the fun of building games like this.In Beyond Earth terms then, a city that is completely full of titanium mines trades with a city full of fungus (we'll pretend fungus is the highest food available). The trade generates food for the titanium city, so they can work more titanium and send more hammers to the food city. The food city does the opposite. Thus both gain from trade via comparative advantage.
To put it to numbers (assume 2 workers in each city), the titanium city would work titanium and gain say 7 hammers. They trade 3 of these hammers to food city. Food city can work a mythical 7 food tile and trade 3 of the food to the titanium city. If neither city traded the titanium city would have to work a flat grassland for 2 food and the food city would have to work a flat hill for 2 hammers.
Without trade food city: 7 food, 2 hammers
Without trade titanium city: 2 food, 7 hammers
With trade food city: 11 food, 3 hammers
With trade titanium city: 11 hammers, 3 food
Now, this is all nonsense as far as game design and how it should work in the game... but in reality, comparative advantage means you get what you are not relatively good at from trade, so you can divert domestic resources to producing what you are good at.
I put 208 hours into Railroad Tycoon 3 this summer. Big improvements over 2, Om the surface it seemed the same but the changes to the way trade works made a huge difference. I wish the AI was better though. They ruin themselves all the time by building over a steep hill when the slightest detour would fix everything. However they're better at running companies I abandon because their style of sending routes willy nilly pays off since with a large enough network the abundance of cargo you don't need to be as careful and it is too much for me to set up manually but the AI does it instantly.This thread makes me think of Railroad Tycoon. Maybe a bit offtopic but that game just shows how good you can make a trade simualtor, and that was years ago with basic technology.
I and someone else already stated why it doesn't have to be so abstract. We send the physical goods and get the follow-up effect. It still has the same end effect you want where both cities get better at what they are already specialized in:
and
The reason to abstract things in a game is if they would be too complex or would distract from more fun parts of the game. Food producing cities sending food is not too complex. Building up population and infrastructure is part of the fun of building games like this.
Am I on pwoz and sprang's ignore lists, because pwoz said the same thing I did and sprang responded but ignored us both.