Trading Luxuries with a Civ requires one active Trade Route with that Civ

AntSou

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In order to be able to trade any amount of luxuries with another Civ, at least one trade route with a city of that Civ must be active.

I think such a change would be the simplest way to make trade more meaningful, and it would also add more interesting geopolitical considerations to the game.
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A second more complicated step would be to automatically cancel all foreign trade route access to and from and through a Civ's borders when denouncing that Civ. The embargoing effects of a denouncement could cause severe disruption to an empire, especially if other denouncements by other Civs followed. This change would make Entertainment Complexes much more important overall, but particularly to aggressive Civs.

However, I'm not sure how well the AI would be able to handle this second step.
 
I think trade routes should handle more than one city and trade specifically in resources. Each city connected to the route has access to all of the other cities' resources. That way, you can obtain luxuries specifically for cities that require amenities, etc.

You could also make adaptations so that each resource has a specific trade yield (Gold for most luxuries, Food for Cattle, Deer, Fish, Salt, Spices, Bananas, Production for Strategic Resources, Stone, Marble, ...)

How the yields would be distributed along the cities on the route I haven't really though of. Maybe half in the starting city and the rest split up evenly over the others? Maybe gold for each resource you export and food/production/gold for each resource you import?
 
What the game needs, and has needed since Civ V, is a Trade system that is not two utterly different Trade systems.

Right now, we have a system dependent on Trade Routes that is limited by number of routes, distance between destinations, can only 'service' one city at either end, and doesn't trade any Resources at all.

Then we have a second, "diplomatic trade' system that has unlimited range, can trade only Resources/Gold Civ to Civ, and is virtually unlimited except by the number of 'Trade' Agreements with other Civs in the game.

And NO trade is possible with 'Barbarians' at any time for anything - which would come as a great shock to the historical empires like Rome, China, Persia, who traded constantly with their 'barbarian' neighbors!

What I think we need:

1. A single Trade system, based on establishing Trade Routes on the map.
2. Ability to establish Trading Posts by Diplomacy or expenditure of Great Merchants/Builders, etc in any neutral or friendly city, so that Trade Routes can be extended in length: the historical 'Silk Roads' of the Classical Era moved goods from city to city for over 10,000 kilometers: why not in the game? And all the Trading Posts along the Route would receive value from the routes passing through, so it would usually be a great sacrifice to 'cut' the Trade Route unless you were determined on war with the party being cut off.
3. A central Marketplace where all Resources, Gold, Production, Food available for Trade can be traded - setting the 'value' of each Trade Route and, based on what you offer and price you set, possibly obtaining 'Diplomatic' Favor with the recipients.
4. Diplomatic Control of Trade: Trade Embargoes should be possible against a Civ, or a City State, or, of course, Bribery to start Trade, and Monopolies if you gain control of all sources of a Resource.
5. Barbarians need to be much more variable, to include 'neutral' or at least Non-Hostile Barbarians that can be traded with for Resources (get the Barbarian Horses without all those &^@#$ Light Cavalry and Horse Archers sitting on them early in the game!). Allow the possibility of using a Barbarian Camp as a Trading Post to extend Trade Routes.
6. Unique abilities for Merchant-Oriented Civs could range from greater distance between Trading Posts to extend trade further, Non-Raidable trade routes on land or sea, ability to Trade Resources received from outside your Civ to someone else ("Middlemen"), etc.
 
What the game needs, and has needed since Civ V, is a Trade system that is not two utterly different Trade systems.
Yes. There are various ways to do this, but totally agree the split system is not good.

As for the OP suggestion, I'd say (given the game we currently have) that you should have either an active trade route or a trading post (remember those? They need more relevance) to trade luxuries or strategic resources.

Along similar lines, I'd like to see delegations and embassies require some sort of map-based connection. Perhaps you need a trade route, trading post, or send a diplomat (unit on map like in civ II).
 
I'd like to see trade handled more like Endless Space 2, but that would probably require Luxuries to work more like Strategic resources, generating stockpiles. This would logically require Luxuries to work rather differently than what they do now. (In Endless Space 2 they're used to upgrade your empire with specific effects, but I don't see that as the ideal solution for civ unless their use is broader than their ES2 use.)
 
I'd like to see trade handled more like Endless Space 2, but that would probably require Luxuries to work more like Strategic resources, generating stockpiles. This would logically require Luxuries to work rather differently than what they do now. (In Endless Space 2 they're used to upgrade your empire with specific effects, but I don't see that as the ideal solution for civ unless their use is broader than their ES2 use.)

This opens up another Big Bag of Suggestions. I've felt for some time that the entire Resource system in Civ needs to be thoroughly masticated.
For instance:
1. The hard division of Resources into Bonus, Strategic, and 'Luxury/Amenity' is utterly arbitrary and restrictive. As a result, right now Strategic Resources like Horses become Non-Resources in the late game, while Resources with multiple uses, like Copper, Maize, or Coal are restricted to a single use, which NEVER CHANGES throughout the game.
2. Natural Resources cannot be spread. You an only plant Rice, Wheat, or Maize where they first evolved: it is impossible to plant any of them anywhere else. WTH? ALL 'deposits' of any mineral resource all appear at the same time: "And God said, 'Let there be Aluminum, and It was so!".
3. There is almost no requirement for any type of resource to build anything except Units (Stonehenge the stone-requiring Wonder is the only exception I can think off off the top o' my head). I guess that means I can build the Temple of Artemis out of Cheese if I want, and all ships before Ironclads don't actually require any wood: Frigates, presumably, can be built out of bundled reeds or Bricks.

I would like to see a system of 'dynamic' Resources: they don't appear all at once (unless, of course, they are obvious on the map, like Ivory/Elephants) and you can Prospect for new deposits of mineral resources (Gold and Silver Rushes or Oil Wildcatters, anyone?) throughout the game, and 'plant' botanical resources in any tile that will grow them: waving fields of grain instead of the occasional 1-tile Patch. You can exhaust Resources: this should tie in with your Environmental cred - the last Elephant on the game map should mean something - and also with the need to find a replacement for a resource - through Tech or other means.

For an example of the kind of thing that is percolating through my "Ideas for the Perfect Historical 4X Game" braincells, the Endless Legend game has no Food resources on the map: it is presumed that the worked tiles around the city are planting and harvesting whatever produces best on that tile. The only On-Map resources are Strategic that have to be stockpiled to produce better Units or weapons/armor/devices for those Units, and those change as you stumble through the Tech Bush (EL uses a different Tech advance system than Civ VI does)
So, in Historical 4X terms, if you have 'discovered' Rice, you plant it on every tile that Rice will (initially) grow on, namely marsh and floodplains (rice is an extremely Water-Intensive plant). Later, Tech (botanical science) advances will allow you to plant it elsewhere, and probably get a lot more Food yield out of each tile. Once you have started planting Rice, the resource does not appear on the map for you, but all applicable worked tiles in your Civ will have a Rice graphic, indicating where all that Food is coming from that is piling up in your Stockpiles - which initially would be By City, but after transportation improves (steamships, railroads) would be Empire-Wide.

And, of course, you should be able to Trade Rice - or Wheat, or Maize. Or Stone or Copper, because they should have uses besides an extra point or two from their tile.

And you can 'develop' new uses for Rice, or Wheat, or Maize, with technology. Distilled booze from each of them spring to mind, but Grain-supplemented feeding is also required to raise horses big enough to carry heavily-armored men, so you might be desperately trying to obtain Grain on the open market in order to mount your Knights or Cuirassiers.

Here's another thought (this one comes courtesy of the Humankind videos showing Mammoths or Deer roaming the map): many 'resources' don't stay put. Elephants, Horses, Cattle, Fish, Whales are all to some extent Migratory. IF not confined by pens, pastures, nets, etc they will not stay in one Tile. And Elephants, just for an added 'spice' to the game, Modify the Biome as they pass through it: they kill trees by eating too much off them, turning forest into grassland, and then their dropping full of seeds 'plant' trees elsewhere, so that Elephant migration would/could be accompanied by a constant 'shift' in forest/grassland tiles.

So much more could be done with resources than the static, separate, rigid system Civ VI is stuck with now.
 
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