In SMAC trade pretty much works like this. You build your cities, improve terrain for energy(the equivalent of trade arrows in civ), and make peace with other factions. Your cities are each paired with a city from the other faction, and trade between the pairs is determined automatically, depending mostly on size or trade output I guess. I'm not sure which, and I really don't care, cause there's not much you can do about it anyway.This is continued until one of you has no more cities. The process is repeated for each faction you are at peace with, and a single city can be trading with all other factions. Trade is doubled if you are allied (pact brother).
In CtP it is a bit more involved. you do build caravan like units, but there's no moving it. The route is automatically established, and I'm not even sure you can decide who with. I think you can improve routes by cornering a market, but there is no initial bonus, or no need for infrastructure to move these commodities around. No one even needs to build a boat.
The reason I prefer the way it is done in civ 2 is because it can be a much more integral part of a strategy, gives you the option of going for a quick, near by route or a big bonus, and gives a peaceful reason for boats, airports, and railroads to exist late in the game.
Granted, the micromanagement involved can be immense. As one who often builds more caravans than anything else, then tries to move them all over the map, I know. But this can certainly be remedied.
Camels, as they are now, provide an entirely new aspect to a game. They provide an entirely different strategy focus, for example. Instead of focusing on happy wonders, Super Science City wonders, or military wonders, one can focus instead on wonders that make trade routes better and easier to establish. Lighthouse can allow one to take advantage of the early trade route bonus to distant places, and Magellans later on allows you to get the product to a distant land much faster, before the commodity changes or someone closer by fills the demand. A civ without the happy wonders, and therefore unable to celebrate to greatness much, can still compete with civs that were able to get their cities much larger by simply sending caravans to those big cities. In short, it adds an area of focus that allows other ways to win. And this is always a good thing. In the CtP style anyone can take utmost advantage of a caravan with little risk simply by building it, with no additional resources getting it to the target. The bigger civs again will always win.
In CtP it is a bit more involved. you do build caravan like units, but there's no moving it. The route is automatically established, and I'm not even sure you can decide who with. I think you can improve routes by cornering a market, but there is no initial bonus, or no need for infrastructure to move these commodities around. No one even needs to build a boat.
The reason I prefer the way it is done in civ 2 is because it can be a much more integral part of a strategy, gives you the option of going for a quick, near by route or a big bonus, and gives a peaceful reason for boats, airports, and railroads to exist late in the game.
Granted, the micromanagement involved can be immense. As one who often builds more caravans than anything else, then tries to move them all over the map, I know. But this can certainly be remedied.
Camels, as they are now, provide an entirely new aspect to a game. They provide an entirely different strategy focus, for example. Instead of focusing on happy wonders, Super Science City wonders, or military wonders, one can focus instead on wonders that make trade routes better and easier to establish. Lighthouse can allow one to take advantage of the early trade route bonus to distant places, and Magellans later on allows you to get the product to a distant land much faster, before the commodity changes or someone closer by fills the demand. A civ without the happy wonders, and therefore unable to celebrate to greatness much, can still compete with civs that were able to get their cities much larger by simply sending caravans to those big cities. In short, it adds an area of focus that allows other ways to win. And this is always a good thing. In the CtP style anyone can take utmost advantage of a caravan with little risk simply by building it, with no additional resources getting it to the target. The bigger civs again will always win.
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