Glad to see that Wildpony agrees with me against low-paying vans. And also to see Magic's reasoning for them. Let's see if we can sort this out.
You guys forget two important things why accepting a low revenue could be ok. I've seen it with the last GOTM (#110) I played again. One delivery can be the difference between celebration and no celebration or sometimes needed for hapiness control (when having science at 100%)....
You have brought in several ideas here, some old, some new.
1) The method of making the van is not very important. If you have some very useless cities, which can't make anything better than low-paying vans, then I guess making the van from shields is OK. But, as Wildpony mentioned, there are almost always alternatives, such as making settlers, or using the van for a WoW, or even for food.
2) Celebration. I am not convinced that a) celebration is as important as gold, and b) that ongoing routes are the best way to do it. Can you estimate these numerically, maybe based on your GOTM 110 ? Or, show us a game where ongoing routes from low paying vans made a clear difference ? Since it is your idea, I ask you to justify it - also because I find it hard to analyze myself (see below). After looking at several ELG games recently by the old masters of trade [solo, zenon...], I don't see many low-paying vans. This doesn't prove you are wrong, of course, but maybe I can use this to lay the burden of proof on you. Here are some of my thoughts, which you can use or abuse:
a) I assume you want to celebrate in repu/demo, to grow your cities a few more sizes. I've estimated (in the gotm 110 spoiler thread) that raising a city one size is normally worth about 40g, or about +2g per turn. I guess that a typical ongoing route pays about +3 arrows per turn (though some are much more) ? So, if the route makes your city grow at least 2 sizes higher than it would have otherwise, then the celebration is more important than the route's ongoing arrows. Does that seem about right ? Can you estimate how many sizes an ongoing route will add ? I won't try to make any grand conclusion yet.
b) Let's assume that celebration is important, and look for the best (cheapest) ways to do it. Ali claimed (110 spoiler, I think) that entertainers are cheaper than using the lux bar. I guess you are saying that ongoing routes are even cheaper ? My rough estimates:
* An Elvis removes a city worker, but probably not a great one. Let's say it was getting 1s + 1f + 2a. In repu/demo, food is not very valuable, but I'll say 1f=1g (and 1s=1a=2g) so the worker was worth about 5g per turn. The Elvis adds 2 lux, I think (or is it more complicated than that?). So, 2L for 5g.
* The lux bar converts taxes to directly to lux. So, 2 lux costs 2g. This assumes all your cities are alike - that you want celebrate all of them.
* Ongoing routes add into your city's total arrows, which get split into TLS. I'm guessing you raise Lux to 50% to celebrate, so half the ongoing arrows become lux for celebration, and this matters for about 2 turns. I'm assuming your low-paying van costs 125g minus bonuses/etc. Wild guess is it that costs you 40g, compared to alterntive investments. So, you get about 3 lux total, for about 40g.
* Temporary conclusion: the cheapest way is the lux bar, 2g/2L = 1. Next is an Elvis, 5g/2L = 2.5. Next is an ongoing route, 40g/3L = 13. I do NOT feel confident that I got all this right, but unless I made a pretty big mistake, ongoing routes are not very effective for growth celebrations.
3) Preventing unhappiness while science = 100%. Do they affect happiness at all, when Lux =0% ?
The other important thing is that this van or freight can unblock the supply list of a city (best is SSC of course). So when 1 or sometimes 2 low revenues makes me build a new van in the SSC city with a big revenue coming up soon.
OK. I didn't have this special-purpose van in mind, since it is not made mainly for its ongoing routes (is it?).