Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I believe this is actually in-line with the fact that stations are a little under-powered by the end-game; perhaps the easiest solution is just to split the difference, and buff the tiers by 200%? This way, you're at least at the equivalent of old "Tier 3" after 80 turns, and now have a new tier to look forward to after your second 80-turn round.
To @wildlifeluvr, I don't see how forcing the user to click something every 25 turns makes it more strategic in any way. I'd love to have auto-management options like we do in cities: "maximize money", "maximize science" and "trade with this city until I come change it." The flexibility is there to micromanage if you want to, just like it is with choosing which tiles a city works. I don't need a pop-up every other turn asking me to re-choose the tiles that some city works, which is exactly what we get now.
Absent something like this, what I really want is for trade routes to not be part of the game at all. As far as I can tell nobody likes them, but you sadly can't ignore them. A decent management UI, with automation and no forced re-choosing would make them good enough.