It is well known that a qualified trade road adds to the trade bonuses, both to the permanent trade bonuses (source to destination trade road) and to the delivery bonus (destination to source city). The source to destination trade roads are the most valuable especially when connecting a SSC.
It is also well known that a (bonus) trade route connection can be determined by sending a unit that disregards terrain (one move unit or explorer) with the go to order to the destination city and back. The best way usually is to send a settler building the road on the way. This does not work if there are already other road connections on the way. The unit takes the fastest way, the trade road does not. It would also be helpful to know in advance if the trade road has to be build on easy or on difficult terrain or if it crosses a river field that needs bridge building. An explorer not only needs resources to build but also needs seafaring. To determine a trade road from an AI city to your source city you also have to know at which field the trade road leaves the AI city.
Searching for advice I found only a few known facts like a direct diagonal path between two cities giving a qualified trade route. Therefore I did a little research to find out how these traderoutes could be known. This is what I found:
I. General Rule
The following rules always describe the trade road from the source city to the destination city, which gives the additional permanent trade route bonus. To determine the way back which triggers the delivery bonus, just exchange source city and destination city and repeat the rules.
1. Shortest Way
The trade route is always on the shortest way (measured in steps without regard of terrain). If there is only one shortest way (e.g. two cities on opposite sides of a bay) this is the trade route.
2. Direct Paths (step 2)
If there is a
- direct diagonal path
- direct straight (nondiagonal) path from South West to North East
from the source city to the destination city this is the trade route.
3. One crossroad (step 3)
If step one and step two do not give a trade route a crossroad point is needed. It is helpful to remind that trade roads in these cases usually go clockwise around a fictitious center point between the two cities. This is not a general rule, though, as there are exceptions.
The possible (destination city) Crossroad Points are on a diagonal path leading out of the destination city. This destination diagonal is determined by the diagonal field adjacent to the destination city that is next (measured in steps) to the source city.
If there are two possible diagonals it is – seen from the destination city – the one determined by the first crossroad point on the righthand side. Exception: if a direct path from South West to North East from the Source city or from the source city diagonal to the other possible crossrad points (on the „left“ diagonal) is possible it is the left point that determines the destination diagonal.
The crossroad points are only at uneven numbers on the diagonal seen from the destination city (1,3,5,...)
The source city diagonal leaves the source city on the diagonal field that is next to the destination city. If there are two possibilities it is – seen from the source city – the one on the left side.
3.1 regular connection (no SouthWest to North East path possible)
3.1.1 If there is a direct straight (non diagonal) path from the source city to one of the destination city crossroad points and this crossrad point is left of the source city diagonal (seen from the source city) the trade route is determined by connecting the source city with this crossroad point and the destination city.
3.1.2 If there is a source city diagonal that leads to the first diagonal crossroad point of the destination city this determines the trade route
3.1.3 if 3.1.1 and 3.1.2 don´t give a trade route a possible secondary crossroad point has to be checked: it is the nondiagonal field adjacent to the destination city, that is next to the source city. If there is a source city diagonal that leads to a non diagonal field adjacent to the destination city and the destination city is right of the diagonal (seen from the source city) a one crossroad trade route connection can be established.
3.2 Irregular path (Southwest to Northwest connection possible)
3.2.1 If there is a direct straight path from the source city to one of the destination city crossroad points (on a „left“ diagonal) the trade route is determined by connecting the source city with this crossroad point and the destination city.
3.2.2 3.1.2 does not apply if any (even a two crossroad) South West/North East connection is available.
3.2.3 3.1.3 does not apply if any (even a two crossroad) South West/North East connection is available.
4. Two Crossroads (step 4)
If neither step 1 nor step 2 nor step 3 leads to a traderoute a second crossroad point has to be determined. This second crossroad point is on the source city diagonal.
It is determined by the shortest way (measured in steps on the source city diagonal) from the source city to a direct nondiagonal path that leads to a crossroad point of the destination city.
II. Obstacles
If the trade route according to the general rule is permanently not available (e.g. there are ocean fields on the way) there are the following rules:
1. Determination Point or crossroad point not available
If a determination or a crossroad point is not available (e.g. the one determining the destination city diagonal) it does not affect the General Rule. In a first step the trade road is calculated as if it was available.
2. Obstacles on the trade route
If there is an obstacle the trade route is regular until it reaches the obstacle. From there the next step goes
- to the field (measured in steps) next to the destination city
or if there is still a choice
- to the field that is next measured in trading distance
or if there is still a choice
- to the field on the left seen in direction to the destination city, unless there is a field to Northeast available. If a direct Southwest to Northeast route is blocked the righthand field is chosen.
From this point a new trade route to the destination city is determined according to the General Rule.
If there is - again - an obstacle on the (newly determined) trade route this set of rules is repeated.
I am not completely happy with this set of rules. I always thought that there should be an easier way to describe the trade route paths. But it seems that the creators of civ tried to cover the rules like in many other cases concerning trade. I can´t see a reason why something like a Northeast preference should be programmed.
However, they seem to work in the cases I found so far. It helps to keep the preferences in mind:
- shortest way
- Southwest to Northeast preference
- the trade routes usually go clockwise around a (fictitious) center point between the two cities.
I´ll try to add some examples in my next post.
Any comments are welcome.
Zenon
It is also well known that a (bonus) trade route connection can be determined by sending a unit that disregards terrain (one move unit or explorer) with the go to order to the destination city and back. The best way usually is to send a settler building the road on the way. This does not work if there are already other road connections on the way. The unit takes the fastest way, the trade road does not. It would also be helpful to know in advance if the trade road has to be build on easy or on difficult terrain or if it crosses a river field that needs bridge building. An explorer not only needs resources to build but also needs seafaring. To determine a trade road from an AI city to your source city you also have to know at which field the trade road leaves the AI city.
Searching for advice I found only a few known facts like a direct diagonal path between two cities giving a qualified trade route. Therefore I did a little research to find out how these traderoutes could be known. This is what I found:
I. General Rule
The following rules always describe the trade road from the source city to the destination city, which gives the additional permanent trade route bonus. To determine the way back which triggers the delivery bonus, just exchange source city and destination city and repeat the rules.
1. Shortest Way
The trade route is always on the shortest way (measured in steps without regard of terrain). If there is only one shortest way (e.g. two cities on opposite sides of a bay) this is the trade route.
2. Direct Paths (step 2)
If there is a
- direct diagonal path
- direct straight (nondiagonal) path from South West to North East
from the source city to the destination city this is the trade route.
3. One crossroad (step 3)
If step one and step two do not give a trade route a crossroad point is needed. It is helpful to remind that trade roads in these cases usually go clockwise around a fictitious center point between the two cities. This is not a general rule, though, as there are exceptions.
The possible (destination city) Crossroad Points are on a diagonal path leading out of the destination city. This destination diagonal is determined by the diagonal field adjacent to the destination city that is next (measured in steps) to the source city.
If there are two possible diagonals it is – seen from the destination city – the one determined by the first crossroad point on the righthand side. Exception: if a direct path from South West to North East from the Source city or from the source city diagonal to the other possible crossrad points (on the „left“ diagonal) is possible it is the left point that determines the destination diagonal.
The crossroad points are only at uneven numbers on the diagonal seen from the destination city (1,3,5,...)
The source city diagonal leaves the source city on the diagonal field that is next to the destination city. If there are two possibilities it is – seen from the source city – the one on the left side.
3.1 regular connection (no SouthWest to North East path possible)
3.1.1 If there is a direct straight (non diagonal) path from the source city to one of the destination city crossroad points and this crossrad point is left of the source city diagonal (seen from the source city) the trade route is determined by connecting the source city with this crossroad point and the destination city.
3.1.2 If there is a source city diagonal that leads to the first diagonal crossroad point of the destination city this determines the trade route
3.1.3 if 3.1.1 and 3.1.2 don´t give a trade route a possible secondary crossroad point has to be checked: it is the nondiagonal field adjacent to the destination city, that is next to the source city. If there is a source city diagonal that leads to a non diagonal field adjacent to the destination city and the destination city is right of the diagonal (seen from the source city) a one crossroad trade route connection can be established.
3.2 Irregular path (Southwest to Northwest connection possible)
3.2.1 If there is a direct straight path from the source city to one of the destination city crossroad points (on a „left“ diagonal) the trade route is determined by connecting the source city with this crossroad point and the destination city.
3.2.2 3.1.2 does not apply if any (even a two crossroad) South West/North East connection is available.
3.2.3 3.1.3 does not apply if any (even a two crossroad) South West/North East connection is available.
4. Two Crossroads (step 4)
If neither step 1 nor step 2 nor step 3 leads to a traderoute a second crossroad point has to be determined. This second crossroad point is on the source city diagonal.
It is determined by the shortest way (measured in steps on the source city diagonal) from the source city to a direct nondiagonal path that leads to a crossroad point of the destination city.
II. Obstacles
If the trade route according to the general rule is permanently not available (e.g. there are ocean fields on the way) there are the following rules:
1. Determination Point or crossroad point not available
If a determination or a crossroad point is not available (e.g. the one determining the destination city diagonal) it does not affect the General Rule. In a first step the trade road is calculated as if it was available.
2. Obstacles on the trade route
If there is an obstacle the trade route is regular until it reaches the obstacle. From there the next step goes
- to the field (measured in steps) next to the destination city
or if there is still a choice
- to the field that is next measured in trading distance
or if there is still a choice
- to the field on the left seen in direction to the destination city, unless there is a field to Northeast available. If a direct Southwest to Northeast route is blocked the righthand field is chosen.
From this point a new trade route to the destination city is determined according to the General Rule.
If there is - again - an obstacle on the (newly determined) trade route this set of rules is repeated.
I am not completely happy with this set of rules. I always thought that there should be an easier way to describe the trade route paths. But it seems that the creators of civ tried to cover the rules like in many other cases concerning trade. I can´t see a reason why something like a Northeast preference should be programmed.
However, they seem to work in the cases I found so far. It helps to keep the preferences in mind:
- shortest way
- Southwest to Northeast preference
- the trade routes usually go clockwise around a (fictitious) center point between the two cities.
I´ll try to add some examples in my next post.
Any comments are welcome.
Zenon
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