There is a question, is trade route yield static and assign on start of route or dynamic and recalculated every turn?
they are recalculated every turn.
There is a question, is trade route yield static and assign on start of route or dynamic and recalculated every turn?
External trade routes, on the other hand, benefit the less productive city, so if you trade with a science powerhouse city you get a lot of science back, while they don't get much.
Did they get a variable the wrong way round on internal routes?
Yes, but it isn't a viable enough compensation for the internal trade route fail imo. I hardly encounter AI players that are ahead of me and whose cities I could actually profit from.![]()
Did a few tests with food TR yield. One may (or may not) find it useful.
Spoiler :
Format is [total food generated/food yield]
Experiment #1
12/6 +2 -> 25/9
12/6 +1 -> 21/13
12/6 +5 -> 14/0
12/6 +5 -> 15/1
12/6 +1 -> 40/16 +1
25/9 -> 21/13 +2
25/9 -> 40/16 +3
25/9 -> 12/6 +2
First one sounds reasonable. Second - you get 1 food less from bigger difference in surpluses than in first line.
Third and Fourth - you get +5 food from a city, that has much less food surplus and not really different amount of food total.
Fifth line is the weirdest case.
So, a city with lesser amount of food causes a surplus in a sending city, and city with greater amount causes a surplus too.
But before saying 'Hey! So food only goes to the sending city!' check the second block, especially the last line. It's the inverse one of the first.
So basically two conclusions here
1) Trade routes were designed to be 'symmetrical' (no difference if you swap the sender and the target)
2) Either something else is taken into account, or the opposite - some part of yield is not taken into account. Otherwise it's not possible to explain why both high-food and low-food cities provide a surplus in a medium-food city.
Experiment #2
28/10 -> 22/14 +1
27/9 -> 22/14 +2
26/8 -> 22/14 +3
25/7 -> 22/14 +4
24/6 -> 22/14 +4
21/3 -> 22/14 +4
19/1 -> 22/14 +4
16/-2 -> 22/14 +4 (?!)
14/-4 -> 22/14 +4 (?!)
Makes little sense.
Changing the food surplus affected every TR available in the same way, although numbers deviated a bit. Two other cities were 40/16 and 13/5. If the 40/16 city is almost the same as 22/14 for the purpose of experiment, in the case of 13/5 city I've at least passed the point where my surplus became less than 5, so logically speaking TR should've inverted food direction, but that's not happened.
Experiment #3
28/10 -> 22/14 +1
28/10 +1 -> 21/13 +1 (!!)
28/10 +1 -> 20/12 (!!!)
28/10 +2 -> 19/11
28/10 +4 -> 18/10 (?!)
28/10 +4 -> 15/7
Inversion happened here.
Actually, that's kinda makes sense. Probably if I could've improved my food over the 28/10 in an experiment #2, I believe I would've seen this behavior.
Weird +1/+1 case seems like a roundup effect. No other possible explanation.
Experiment #4
28/10 +2 -> 19/11
27/9 +1 -> 19/11
26/8 -> 19/11 (!!!)
25/7 -> 19/11 +2 (!!!)
So yes, an inversion of direction happens whether you change yield in one city or in the other one. Note that +1/+1 TR magically changed into +0/+0, and the next step became +2 instead of +1. Really smells like a roundup.
Experiment #5.
Whether TR yields are counted into calculation.
Let's take this piece:
28/10 -> 13/5 +1
28/10 +1 -> 12/4 +1
28/10 +1 -> 11/3
28/10 +2 -> 10/2
So I sent an auxilliary TR from other city, which pushed a city on the right side from 10/2 to 12/4. But the effect of test TR was still +2 to the sending city. Therefore, TR yields are not taken into account. This explains why both sending a TR to city with high food yield and low food yield can induce a similar result
Experiment #6.
Similar to #5, but about buildings that give food. Buildings are counted into TR yield calculation.
Experiment #7.
Review of #2 and #3 results
City on the left side had +6 from TR's, and city on the right side had +9.
22/4 -> 13/5 +1
21/3 -> 13/5 +2
20/2 -> 13/5 +3
19/1 -> 13/5 +4
18/0 -> 13/5 +4
15/-3 -> 13/5 +4
13/-5 -> 13/5 +4
10/-8 -> 13/5 +4
8/-10 -> 13/5 +4
22/4 -> 13/5 +1
22/4 +1 -> 12/4 +1
22/4 +1 -> 11/3
22/4 +2 -> 10/2
22/4 +4 -> 9/1
22/4 +4 -> 6/-2
Eureka.
1) Food TR yield depends on difference in yields
2) Other TR's are not taken into account (snowballing protection)
3) TR yield is given to the city with bigger yield
4) Negative yields are truncated.
Experiment #8.
There is still unclear stuff. Food TR yield doesn't seem to be linear function of difference of yields.
e.g.
22/4 +2 -> 10/2
22/4 +4 -> 9/1
1 point of yield difference is converted into 2 points of TR yield.
Another issue is the nature of those roundup effects.
All of that implies that TR gain may be non-linear.
Consider this:
37/13 +7 -> 18/0 13
37/13 +7 -> 19/1 12
37/13 +6 -> 20/2 11
37/13 +5 -> 21/3 10
37/13 +4 -> 22/4 9
37/13 +4 -> 23/5 8
37/13 +3 -> 24/6 7
37/13 +3 -> 25/7 6
37/13 +3 -> 26/8 5
Weird, right?
So, the more potential yield difference is, the less steep the curve becomes.
Why it's like that and how it works I'm not sure yet. I'm afraid I have to start a new game to check that. The current one had a terrible hill terrain and was pretty much ruined by my tests.
sea routes are easier to get (no miasma in water)
Sea trade is exactly why coastal cities flourish, in modern day civilization.
I guess we're really beyond earth with this change in mechanics.
#unreal
I am in shock. Please tell me I am not the only one who thinks these new trade route calculations are almost game breaking. What the point of even having trade routes if they're going to benefit your competitors 2 or 3 times more then you? I understand the argument of "well it makes your choices more important", and that'd be great, if it wasn't for the fact that I'm getting 2, 3 energy max from these routes.
Even worse, internal routes are completely broken now too. I'm playing a game where I'm trying to get my second city off the ground and my ITR to it is giving it literally nothing but for some reason bringing 7 food and 8 production back to my capital? What's the point? I don't need it for my capital, I need it for the new city. That was always sort of the purpose of ITRs to begin with, since in Civ5 and BE getting a new city off the ground took a ridiculous amount of time and instead fixing the problem they just added a new component to the game we had to take into consideration instead.
I have no idea why anyone would defend the changes made to this system. It is nonsensical.
Yeah, the system creates some really odd scenarios.
I am currently experimenting with a strategy where I found one city in a desolate place, keep it at size 1 with minimum yield and then re-route all my trade routes to it to maximize trade yield for my other cities. So far it seems shockingly effective (I have gotten up to 16 total yield per trade route out of it with Industry tree), particulary when I already have a big empire (so that the science and culture penalty from the new city has less impact).
Tbh I'd prefer if we could just go back to a CIV5 style trade system. Limited number of trade routes, one way only, sortable by max yield and delta yield. The current system is just a PITA...
that strategy is actually bad.
It is simple nature of trade route yield, you only win 3-4 production from sending to no production city compare to medium production city and medium city will bring you Mach more of everything . you only need 2 pop max to cover difference in trade route yield.
so growing your cities is always the best strategy.