Trade routes seriously need to be added. They have been extremely important throughout history, and many nations have struggled to gain control of them. The Persians held the trade routes to the east and became very rich because of it. Maybe a civ in contact with another civ should have trade routes with that civ. They'd go across roads and whatever type of water allowed. Anyway, if a road is more frequently traveled upon it by those routes it would generate more commerce. For example, if France's and Britain's only trade route was through a small group of roads owned by Persia, Persia would get a lot of extra cash. Also, if one nation's only trade routes go through another country, the country owning those routes could tax the other nation.
Trade routes could also be out on the sea. Shipping really needs to be added also. The system could be like this: if England is at war with Germany, and England has 5 trade routes going across the sea to island America and is trading with America, and Germany has a ship on one of those five trade routes, Germany has a 20% chance of intercepting the ship carrying the supplies. When a supply ship is intercepted, neither England or America get what the trade was for 1 turn (ie no oil or gold for 1 turn) and Germany gets whatever was in the ship. If the ship was oil for England and 2gpt for America, than Germany gets oil for that turn and two gold.
Intercepting a trade ship can only happen if you are at war with at least one of the two parties. If one of those parties is not at war with you it will hurt their attitude towards you. Also, you can set the shipping for a certain route. For example, you could put one of your ships on each square of one of the trade routes and tell the trade to happen along that route and they couldn't intercept your ship, unless of course they sink a ship and move a ship on that route. If this happens the enemy ship on that trade route would have a certain percent chance of intercepting the trade ship. I haven't decided how that could be determined. Keep in mind that the trade ship isn't a real unit. When it is intercepted you don't see it sink or anything, the effects just happen.
Another thing that needs to be added is supply routes. They are very important in real life. Cutting off the enemies supplies has been a very vital part to many military campaigns in real life. The system would be very simple. If there is a route with no enemies on any of its squares from a city to a unit (the route can be across water), the unit gets supply. If there isn't such a route, the unit doesn't. After the unit goes 3 turns without supply, it loses one hitpoint per turn until it does get supply. It can die if it has one hitpoint left and goes another turn without supply.
Of course it isn't perfectly realistic, for example Patton had a supply route during the liberation of France but he didn't get supplies because he advanced so fast. But my system is way more realistic than having no supply lines at all.
Trade routes could also be out on the sea. Shipping really needs to be added also. The system could be like this: if England is at war with Germany, and England has 5 trade routes going across the sea to island America and is trading with America, and Germany has a ship on one of those five trade routes, Germany has a 20% chance of intercepting the ship carrying the supplies. When a supply ship is intercepted, neither England or America get what the trade was for 1 turn (ie no oil or gold for 1 turn) and Germany gets whatever was in the ship. If the ship was oil for England and 2gpt for America, than Germany gets oil for that turn and two gold.
Intercepting a trade ship can only happen if you are at war with at least one of the two parties. If one of those parties is not at war with you it will hurt their attitude towards you. Also, you can set the shipping for a certain route. For example, you could put one of your ships on each square of one of the trade routes and tell the trade to happen along that route and they couldn't intercept your ship, unless of course they sink a ship and move a ship on that route. If this happens the enemy ship on that trade route would have a certain percent chance of intercepting the trade ship. I haven't decided how that could be determined. Keep in mind that the trade ship isn't a real unit. When it is intercepted you don't see it sink or anything, the effects just happen.
Another thing that needs to be added is supply routes. They are very important in real life. Cutting off the enemies supplies has been a very vital part to many military campaigns in real life. The system would be very simple. If there is a route with no enemies on any of its squares from a city to a unit (the route can be across water), the unit gets supply. If there isn't such a route, the unit doesn't. After the unit goes 3 turns without supply, it loses one hitpoint per turn until it does get supply. It can die if it has one hitpoint left and goes another turn without supply.
Of course it isn't perfectly realistic, for example Patton had a supply route during the liberation of France but he didn't get supplies because he advanced so fast. But my system is way more realistic than having no supply lines at all.
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