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I don't see why it would make the game easier. There are lots of variables (buy-to-sell cost ratio, what resources are available to buy or sell, amount of provisions needed to set up, max volume of trade route, max number of trade routes, etc...) to tune so that it has the right difficulty. Not to mention that the current system, combined with cornerstones that give reputation for amber earned, can lead to ridiculously easy victories as it is.
They actually boosted usefulness of the trade quite a bit back then, and the new system is more fun than the old one (remember, it didn't have all the fun features you proposed
However the whole game was less developed at that point, so I agree that the old system might merit a second look now. Actually two systems could coexist and benefit from each other. Say, current trade routes are renamed to offers, otherwise they are unchanged except for some balance tweaks (personally I would check if the limit of simultaneous trades can be removed in exchange for increasing the minimum amount of all trades). In addition to them a system of actual trade routes is added, similar to the old one, but with certain differences:
Each neighbouring settlement has up to three resource types it is willing to sell. They are determined at the start of the run, similar to forest mysteries. All those are basic raw resource types, something you usually harvest in camps, mines or fields (except wood). Also these resources are grouped into four groups: craft materials, crops, provision, fuel, according to the most simple recipes that may be used to transform these resources into packs of building materials, crops and provisions. [Note: there's no pack equivalent for fuel. Should it be added? Also I'm not sure what to do with copper ore in this system.] This is important, because each settlement proposes resources only from one type [maybe two?], and in exchange they accept packs of goods, but only the types which do not correspond to the resource types they produce themselves.
To initiate a trade route player must have a required amount of packs of goods. Once initiated and until stopped trade routes produce a constant amount of the selected resource per minute and require the same amount of packs each minute. Packs of provisions work as regular payment resource here, unlike the trade offers. As relationships with neighbouring settlements improve (by completing trade offers), more options for trade with that settlements are unlocked (initially only one resource per settlement is available for trade), and trade routes become upgradable. Basically trade route upgrade is an option to import more resources with equivalent payment increase. If viceroy's settlement does not have the required amount of packs for regular payment to keep a route running, the route is automatically downgraded (if the settlement still has enough packs for downgraded route to continue) or cancelled.
Trade routes are supposed to serve as sources of raw resources which are unavailable for a player in the current biome or with current build. For example, a surplus of wheat may be converted into packs and exchanged for fiber or sea marrow.
Since that disappointment, I rarely touch trading. It gives me amber, okay? I don't generally need amber except to roll blueprints, something I've stopped doing so much as I adapt to the RNG and roll with what I'm given instead of going for a certain win. More often than not amber in my vault means I get hit by some nasty glade effect that eats it or creates hostility.
Amber can be used to buy blueprints and cornerstones from traders, and those are very valuable. There are also very powerful cornerstones related to trading. Personally I have packs of provisions recipe as a secondary priority when I pick the blueprints.
I've tried it, been forced into those trading perks and such, and I hate it every single time. The trading aspect of this game just isn't one that pleases me as it stands.
Then again thats more a problem with orders requiring me to make them.
But having the cash on hand for cornerstones and blueprints from traders is incredibly handy. Sometimes their actual goods can also be helpful, though I do wish they had a tad more on offer... even if it was only a small quantity.
I like @Alexander's additional suggestion that you sell (almost) any packs as the "outgoing" part of the trade route, and buy resources that are fixed for the duration of the settlement as the "ingoing" part. That feels like actual trade between minor outposts, with each having very few excess resources to spare, and having to put extra effort to package stuff you send a way.
Additionally, food is the main "timer" you have besides impatience, and the hardest economy to balance. So not only are you sending the ressources away, you are also potentially sending a substantial amount of foodstocks along as well.
I only ever actually interact with traderoutes if they come as part of an order or the requirement for a cornerstone buff. I feel they are very much not worth it just for their own sake.
Thanks!
Fixed set of resources available for buying actually comes from the old pre-Steam system. It used mostly raw resources on both ends of a trade route. I think one of the reasons the new system was introduced is to make packs more valuable and make a place for trade-oriented builds. That's why I proposed packs as payment resource. I think it will further promote trade-oriented builds and make buildings producing packs even more valuable. This way a viceroy could decide to rely on trade routes to acquire certain raw resources, and take corresponding blueprints instead of camps/fertile soil buildings.
I am pretty sure the trade perks (that increase reputation/resolve or reduce hostility) trigger on good sold not on amber earned? Which makes them a lot better as traders have a limited amount of Amber but as long as the trader is willing to buy the goods you can sell as much as you want (I am pretty sure it counts even if you give it to trader for free)
Though trade routes aren't great for selling of lots of goods in my experience though you can always just sell off the amber you earn to the traders (as amber also counts as goods being sold when you trade it away rather than spending it on cornerstones)
I never checked it myself, but trade routes are supposed to give you more amber for a given amount of resources than traders would. Trader's prices for non-packed goods you sell were significantly lowered when the new trade routes (the ones you currently see in the game) were introduced.
Amber could be one of the things that settlements give you in the new system? You drop feed them luxury goods, they drip feed you amber?
But frankly, if getting gold on the higher prestige difficulties is a little harder, I don't think it matters. That's a balance question that can be addressed by tweaking the buy-to-sell ratio of the traders. It's pretty unrelated to the more fundamental problem that trade routes, as they are, are just a dull replication of selling things to the trader through marginally different routes.