Game Info:
"Trading Posts are outposts where hunters and trappers may sell their wares to civilians in exchange for food, weapons, whiskey, gold, and all of the other trappings of society. They can generate a lot of wealth for a society."
Yields: +1 Gold. Prerequisite Techs: Trapping
I am a bit curious to hear comments on how would you improve the Trading Post worker improvement in CiV Gods & Kings ? Does it even need to be revamped at all ? Or just some minor tweak to it ? I would like to keep this topic an open discussion about Trading Post (ie. Gold improvement) and the role/importance how the concept plays in the game in general, rather than having simply new ideas & suggestions (ie. discussion topic, rather than new ideas)

Reminding the Civ IV cottage concept:
Cottages/Towns: Building cottages early in the game to allow them to develop into villages and towns later in the game really help your economy, as not many tiles provide commerce unless there is a resource or river on it. These towns can turn into major commerce sources to help feed your economy.
What are cottages and hamlets?
A cottege is a tile improvements that a worker can build to provide additional commerce. For example, a worker can build a cottage on a grassland tile to provide 1 commerce per turn. After having a city work that tile for a certain amount of turns (dependent on your game speed; it's 10 turns on normal), it will grow into a Hamlet, which provides 2 commerce (these aren't cumulative). Hamlets will grow into Villages, and Villages into Towns. Villages, which produce 3 commerce, yield an extra one if the player has Printing Press, and towns, normally 4 commerce, have the following bonuses: +1 for Printing Press, +2 commerce for the Free Speech civic, and +1 hammer for the Universal Suffrage civic. Over time, and built early enough, cottages can turn into an important part of your economy, as roads no longer provide commerce bonuses.
I really liked the way Cottages -> Hamlets -> Villeges -> Towns system worked in Civ IV. It really gave importance to build them as early as possible and defend them as able as you could. In the other hand Pillaging town tiles was also good way to gain gold and it made the whole pillaging concept more real, useful and fun. Unfortunately in CiV the AI hardly ever pillages any tile improvements even if they have extra ability for that (fe. Ottomans, Denmark). I think AI should always* pillage tile improvements whenever has opportunity to do so. Even Barbarians do not pillage. Especially on harder difficulty levels pillaging should be mandatory. I usually play on emperor. *(This should depend on the AI flavors - Harald, Genghis and Askia for example have very high interest to pillage. Gandhi, Pachacuti and Harun al-Rashid very low.)
"Trading Posts are outposts where hunters and trappers may sell their wares to civilians in exchange for food, weapons, whiskey, gold, and all of the other trappings of society."
Hmm, perhaps the gold yield should depend on how many luxury resources (why not strategic and bonus also) you have gained? This would represent "selling wares and other trappings of your society to civilians". Losing access to the luxury resource (pillaged, lost land or culture) would give direct hit to ones economy (in addition of cancelling possible trade deal, decreases happiness etc.) and makes tile pillagement even more important. Wars are ugly and major devastation of land and infrastructure always happens. I would like to see this having more important role in Civ. You would really want to keep those wars - battles - enemy units away from your territory no matter what. Also would be a nice addition if it would be possible to destroy tile improvements with Siege weapons.
I'm not sure about this, just liked to point out my desire for improved Trading Posts in G&K
