Maybe many of you have noticed these, but I don't recall seeing them discussed, so here we go:
- Per turn trade income in cities apparently derives not from the total trade of the two trading cities but from the trade minus the corruption. Sometimes when I push caravans around my empire, I will consistently get lower incomes from cities that I expect to give me more arrows. F. ex. a city with 70 trade will bring 5 arrows per turn in the caravan’s home city while a city with 65 will bring 6. Of course, the 70 trade city had more corruption, and thus less viable arrows for trading. At least I think so. (Edit: this also means that the F1 screen shows base trade sans corruption.)
- Trade routes between player cities can supersede foreign trade routes even if they give you less arrows per turn. When trading with the AI, if a player city already has three trade routes and sends a caravan to a fourth AI city, the lowest paying route will be replaced if that fourth AI city has higher trade. However, if the player sends a caravan to one of their own cities, it will sometimes replace one of the foreign trade routes, even if it was actually more profitable. So don’t caravan push at your own cities if the home city of the caravan has good foreign trade, you might actually lower your overall income by accident. My theory is that the game decides which trade route deserves the spot before it slices the income in half for trading between your own cities. Which leads me to my next point…
- One of the most unrealistic things about civ is that trade with the AI keeps flowing at peacetime rates even when you’re at war. Shouldn’t trade route incomes be at least halved or, possibly, brought down to 1/3 of their worth during war? That would make you think twice before declaring war or refusing tribute. Of course, players already think about this because when you conquer an AI city your existing trade with it is halved. It would also be cool if the AI used this kind of logic to decide whether to wage war on someone, but of course there’s the problem that the AI doesn’t trade with the player… Otherwise it would be quite nice to be able to play the Swiss game -- get so much foreign trade and investment that nobody wants to bomb you.
Let’s say this is a thinly-veiled wish-list for one of those clones or hacks of civ that never seem to get finished.
- Per turn trade income in cities apparently derives not from the total trade of the two trading cities but from the trade minus the corruption. Sometimes when I push caravans around my empire, I will consistently get lower incomes from cities that I expect to give me more arrows. F. ex. a city with 70 trade will bring 5 arrows per turn in the caravan’s home city while a city with 65 will bring 6. Of course, the 70 trade city had more corruption, and thus less viable arrows for trading. At least I think so. (Edit: this also means that the F1 screen shows base trade sans corruption.)
- Trade routes between player cities can supersede foreign trade routes even if they give you less arrows per turn. When trading with the AI, if a player city already has three trade routes and sends a caravan to a fourth AI city, the lowest paying route will be replaced if that fourth AI city has higher trade. However, if the player sends a caravan to one of their own cities, it will sometimes replace one of the foreign trade routes, even if it was actually more profitable. So don’t caravan push at your own cities if the home city of the caravan has good foreign trade, you might actually lower your overall income by accident. My theory is that the game decides which trade route deserves the spot before it slices the income in half for trading between your own cities. Which leads me to my next point…
- One of the most unrealistic things about civ is that trade with the AI keeps flowing at peacetime rates even when you’re at war. Shouldn’t trade route incomes be at least halved or, possibly, brought down to 1/3 of their worth during war? That would make you think twice before declaring war or refusing tribute. Of course, players already think about this because when you conquer an AI city your existing trade with it is halved. It would also be cool if the AI used this kind of logic to decide whether to wage war on someone, but of course there’s the problem that the AI doesn’t trade with the player… Otherwise it would be quite nice to be able to play the Swiss game -- get so much foreign trade and investment that nobody wants to bomb you.
Let’s say this is a thinly-veiled wish-list for one of those clones or hacks of civ that never seem to get finished.