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Still you will need few cities with population of 40+ to break even with Pottery/Silk. Bronze is currently the worst trading good and most likely won't pay for itself until you have population almost in thousand so just build it when you can upgrade it to Iron/Steel Foundry at lvl 3 of settlement so you can profit from Iron/Steel or you need it for lvl 3 Armory/Cataphracts in Imperial Era.
Trade with others faction is more complex because your culture and their culture affects it's value. And usually AI city building results in less profitable trade for everyone (building pottery workshops and bazaars in too many cities)
Also if you have copper/jade/pilgrims you will profit way more than just sticking to standard Pottery/Silk. But there are also resources that boost trade income as well as technologies.
In short - Trade is mid-late game thing. It usually can double your income. you shouldn't think about it sooner than turn 50 and the later you build it the sooner it pays for itself and generate profit.
Best Regards!
Initially your income will come from population (taxes), so make sure to expand fast. I would also encourage people to disband units they don't need - the money you can save on upkeep is very important. For example once you've successfully sieged a city on one side of the map, you might want to bring back your entire stack to your next target located on the other side! But if that takes you let's say 10 turn, you might have to spend 1000 in coins. Where as by disbanding and rebuilding them, you will lose the experience but will save a lot of money!
I mean....Consider the Shang. They start right next to a Mulberry Bush. So you found a town, you research Silk, you build the Bazaar(400+80 upkeep), you build the Silk Maker(1000+100 upkeep). You even build roads. What do you get? 30. WITH the bonus. Given that Mulberry gives 30%, than it's be about 20 without.
If all trade is like this then something's badly wrong. Trade must at least pay for itself, or what's the point?
Trade pays for itself once you are exporting to enough population (we are talking about 100-200 population at least) so it becomes a thing between turn 50-100. Generally if you have 3-4 cities with 40+ population in trading range you can consider it a good investment. And if you can create waterborne trade you are golden easily getting around 1000 income from trade alone.
I mostly like current balance. Trade easily doubles your income mid-late game
Best Regards!
This game has been so wonderful that it teaches players how it feels to be a ruler of pre-modern China. So much you want to do but so little you can do and good intentions turn out to be disastrous.
The default turn time, which many won't mess with, is 300. 'A couple of hundred turns' is problematic at best, utterly useless at worst. It leads to 'trap choices' and avoidance.
What would be nice is some sort of preview of how much a Bazaar would be worth before you build it.
Best Regards!