Trade routes suggestion

I'm planning on adding a "continue indefinitely" option to trade routes sometime within the next 2 days. Don't worry people, it'll come soon :)
 
Right now the only cost of a trade route (other than its production cost) is that it counts against your total Unit Supply.

no, there is another cost to trade: my attention span. It gets so tedious with + ten cities that I basically have given up searching for optimal choices and just clikc the damn trade screen away on whatever is nearest to my cursor. :mad:
 
What I'd love for the trade routes to do is:

-To be able to make some routes go permanently, for example to the capital.
-To be able to make routes pick the right choice automatically based on some criteria, for example highest food, production or science yield, permanently

Even if I can pick the previous route to capital, that's too clicks too many a route.
 
I'm planning on adding a "continue indefinitely" option to trade routes sometime within the next 2 days. Don't worry people, it'll come soon :)

Niceeeee...

Is it possible to make them continue indefinitely, automatically renewing the best specified route ("automate best science, energy, food, production, safest")?
 
Niceeeee...

Is it possible to make them continue indefinitely, automatically renewing the best specified route ("automate best science, energy, food, production, safest")?

It might be... I'll add it next on the list, but I'm a little wary of how that might ultimately affect gameplay...

The best I could do is to find the best of the chosen yield, then simply re-route to that. Factoring in distance, war, safety... Anything other than just yield... Would be beyond my abilities and the mod's scope.
 
Moderator Action: Moved to Ideas & Suggestions
 
Moderator Action: Another Trade route suggestion thread merged with the main one
 
Been considering the idea that the current system allows for some specialization of cities, so my newest trade route idea

Each trade route is either
Production (internal)
Growth (internal)
Energy (external)
Science (external)
[or Station or Outpost]

internal routes could be mirrored

The benefits would be
Production (internal): Receiver gets 20% of senders base production
Growth (internal): Receiver gets 20% of senders (base food - consumed food)..minimum of 0
Energy (external): Sender gets 10% of sender base energy + 5% of receiver base energy... Receiver gets 5% of sender base energy + 5% of receiver base energy
Science (external): Sender gets 10% of sender base science + 5% of receiver base science ... Receiver gets 5% of sender base science + 5% of receiver base science


Stations give 4, 8, 20 yield instead of 4,6,10

For UI,
The previous trade route would be displayed at the top of the list and could have an 'auto-renew' option (which you could go into the maintrade route screen to switch off)

If you selected a specific Type of route, the yields would automatically be organized from greatest to least (all internal ones would have the same yield, but external and station ones would not)


Autoplant options are
+1 trade route in cities over 15 pop
OR
+5% Production, +5% energy, Free autoplant in all cities

cost of autoplant doubled
 
Right now I start deleting my trade units as the game goes on, just to keep the management under control. I definitely support automatic renewals. As for reassignment, the player should be able to issue the command to reassign at any time, with the route changing at the next available opportunity.

I really like KrikkitTwo's suggestions here because they're similar to what I would have suggested: food/production and energy/science should be split up. As for the specific yields, I would like to see:
Receiver gets 15% of sender's base, sender loses 5%, so trade still nets extra resources, but it's not a no brainer to send the maximum number of TRs out of every city.
For external routes, the yields should be affected by diplomatic relations and affinity; friendly colonies that share an affinity should get much more out of their scientific exchange than those that do not.
 
Hello, I think that the trade units in BE should "instantly" travel between cities. If BE is going to have so many trade routes at least make it easier on us. Does the one turn waiting period while swapping cities really add anything?
 
At least, it shouldn't interfere with 1UPT. Couple times I had to move a worker out of a city because a trade convoy wanted to be there.
 
Moderator Action: 3 trade route suggestion threads merged.
 
@eldar, your idea makes sense as a passive affect of researching cybernetics.

If passive is OP then it could unlock a new building built that enables trade convoy teleporting between cities.
 
Autoplant options are
+1 trade route in cities over 15 pop
OR
+5% Production, +5% energy, Free autoplant in all cities

cost of autoplant doubled

At first I thought the free autoplant in all cities seems quite overpowered... then again, taking away the option of additional trade routes in all cities would be quite the sacrifice for it.

I really like the idea of linking the extra trade route to larger cities. Having the same number of trade routes in new cities and big cities seems odd to me. It's good to have an incentive to grow cities, and not be too overwhelmed with trade routes early in the game.
 
What about:

A) Just change the +1 trade route to only a single route extra for the capital -- not every autoplant. (There are a few other quest choices like these that don't necessarily affect every building type belonging to the quest.) Perhaps this was the original intent of the quest and it's currently miscoded. This maybe also gives it a "wide vs. tall" flavor.

B) Instead of trying to balance against the +1 trade route, just balance the scale by making both options grant +1 trade routes and then either +1 energy or +x of something else. (Actually, in that case, the +1 trade route should just be simply built into the base abilities of the Autoplant instead.) That is, if there REALLY needs to be a building that increases your trade route total per city in the game.
 
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