For non-modders:
Simply put, it takes too long when the number of routes per city gets high enough, and the number of cities as well. As an example, if we have 4 players each with 100 cities, imagine each city with the ability to make 10 Trade Routes, every player is allowed to make trade routes with each other, and every city is connected. This means that when you pass your turn, for each of the players (4) we will first organize all 100 cities so the best are first. Then for each of these cities, we will check all cities that it can establish a trade route with (400 possibilities) and organize them from best to worst, but discarding anything that goes over the number of trade routes for the city (10) after evaluating the trade value of each other city. Finally, with the best 10 cities to establish a trade route for each city, it is done. This means it'll take: 4(players)*100(cities)*400(total connected cities)*X(time to organize the best 10 trade routes to make)*MaxTradeRoutes(currently 24, I'll talk about this later in this post) = 3,840,000 instructions for the computer to process (times X, but as X is completely unpredictable, I didn't put it in the result).