Trade Route Mechanics in this mod

Morgawr

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Hello - I am trying to understand how trade route mechanics are different in this mod vs. vanilla. For example, there is another AI city (peace) only 8 tiles away, but it doesn't show up in available trade routes, whereas city states nearby do show up. I read the complete guide word doc but couldn't find it in there. (says includes "Trade Route Enhancements by WHoward", but when I google that, couldn't find much either)
 
Trade route goes quicker on roads, and slower on hills and forest.

I'm not sure of it but I think they use the same mouvement cost than units.
 
OK, but did the caravan/cargo ship ranges get changed? There are 8 grassland tiles (no roads) between my city and the AI's but the trade option doesn't come up
 
OK, but did the caravan/cargo ship ranges get changed? There are 8 grassland tiles (no roads) between my city and the AI's but the trade option doesn't come up

They are slowed down by certain things like rough terrain and such.
 
Got it but there's no rough terrain between these cities.. see attached
 

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Got it but there's no rough terrain between these cities.. see attached

They have a base range of 6 if memory serves. Which means you either need to build 2 pieces of road towards him or get a caravansary.
 
OH ok, has it always been that way? I thought it was longer in vanilla. Thx
 
It has been ages since I played vanilla but I think they were a little longer (10 or 12 base?).
 
Think the trade-routes might be shorter on smaller mapsizes as well, not sure.

It's also quite possible that the game counts one of the tiles in between as rough terrain for some reason, maybe the route wants to go through that marsh or that forest for example. Maybe crossing the river counts as an extra used move.
 
OK thanks.

A bit unrelated, but I also noticed "rough terrain penalty" units like chariot stops on forest even if it has a road on it.. this is kind of strange; any context behind this?
 
OK thanks.

A bit unrelated, but I also noticed "rough terrain penalty" units like chariot stops on forest even if it has a road on it.. this is kind of strange; any context behind this?
I thought this was vanilla behavior for the earliest Horse units. If you step onto a flat road first, you can continue (from road tile to road tile) cheaply.
 
Hello - I am trying to understand how trade route mechanics are different in this mod vs. vanilla. For example, there is another AI city (peace) only 8 tiles away, but it doesn't show up in available trade routes, whereas city states nearby do show up. I read the complete guide word doc but couldn't find it in there. (says includes "Trade Route Enhancements by WHoward", but when I google that, couldn't find much either)

I see I recruited you to the Brutal AI... welcome to masochist hell! :lol:

Trade routes are dynamic here, not simplistic and of fixed range. Many other thins in the mod are like that, and are what the base game should have been (and even more, perhaps). Get used to it and enjoy the discovery journey.
 
Please, people, read guides.

Your guides are great, but that particular post doesn't explain not being able to connect two cities on one turn, but suddenly being able to four turns later (with no Fog of War or barbs, etc, in between). Or being able to do it from A to B, but not from B to A.
 
Your guides are great, but that particular post doesn't explain not being able to connect two cities on one turn, but suddenly being able to four turns later (with no Fog of War or barbs, etc, in between). Or being able to do it from A to B, but not from B to A.

I think it's self explanatory. Trade range uses 12 path finder steps. If a forest is cleared, then the path finder can reach farther. If roads are built, the path finder can use them. If a enemy unit is in between, then the path finder has to do a round about.

You also have buildings that improve range for trade routes originating in the city, so that explains that the trade route from city A reaches farther than the trade route from city B, because A has caravansaries or something like it.

If you think it needs clarification, I'd gladly add it to the guide.
 
I think it's self explanatory. Trade range uses 12 path finder steps. If a forest is cleared, then the path finder can reach farther. If roads are built, the path finder can use them. If a enemy unit is in between, then the path finder has to do a round about.

You also have buildings that improve range for trade routes originating in the city, so that explains that the trade route from city A reaches farther than the trade route from city B, because A has caravansaries or something like it.

If you think it needs clarification, I'd gladly add it to the guide.

All that's very clear. I just don't remember any of it applying to the examples I raised. It happened in the very game I'm playing now, but it was several days ago. I'll assume I missed something. If it happens again in a future game, I'll save the turn and post about it.
 
All that's very clear. I just don't remember any of it applying to the examples I raised. It happened in the very game I'm playing now, but it was several days ago. I'll assume I missed something. If it happens again in a future game, I'll save the turn and post about it.

Ok, and please let me know if it isn't a bug so we can improve the guides.

I had the impression that in this thread, trade routes range was considered something obscure, when it is not.
 
Yes I read the thread but still doesn't explain my specific example here w the screenshot. 8 move points away yet trade route didn't show up
 
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