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But this raises the local specilists question. Is their a fixed demand for it? Will everyone trading local specilists be better?
If you have more than 1 source of certain trade good exported to designated city it will be around 33% less lucrative overall. +/-
The same goes for local goods btw. There is no actual "demand" per se. Each good has a base value which is then multiplied by the size of the citiy you're exporting to and various other modifiers you may have.
I've been assuming that it would, but that building a silk plantation in both is redundant. In other words I have been treating local goods differently from named goods. Am I incorrect?
If so I've been very inefficient. If local goods are the same then I should focus on having one or two massive trade hubs, with caravans to ensure all goods get everywhere.
But if so this also makes docks pretty lame, I think, since you need multiples for them to work and they cost upkeep.
And yes having 1 massive trade hub that exports to everywhere is the most efficient. As soon as you have overlapping exported goods you see efficiency loss as the trade will be split evenly.
Docks are actually the most effective way of trading if you can manage to get all your cities around a big river system or the coast. They get a 500% multiplier with the last upgrade and you can upgrade them without any tech requirement. Also they have a massive 50 tile range. The downside is the deep upfront cost but they have the largest potential.
Game where I tested trade. Yuyang being my main trade hub. Got lucky with both Jade and Copper on a giant river-coast system. You can see everything going out of Yuyang. Well at least I hope you can. The fog in this game is really nasty...
http://steamcommunity.com/sharedfiles/filedetails/?id=1140046861
Pretty decent income for turn 93. Without a ton of min-maxing. I haven't upgraded everything yet either.
http://steamcommunity.com/sharedfiles/filedetails/?id=1140046970
Every city will consume a fixed ammount of goods. So adding a silk to a city won't consume more "units" of silk. Just instead of it being external trade its now internal trade. Yes having more bazaar will effect it. But they will just split it among them self not actually produce more. Especially noticable in naval trade. I havemany routs of roughly the same value all going into one city while it also gives it self local specilists.
It looks like internal trade is inefficent compared to external. As my producing city makes 67 (in goods not local) as a 101 city. But in exports 190 (in goods not local) to a 94 pop city. Which is probably related to a trade modifier.
With docks I have a 14 city empire with no caravans and I can stretch it even further. When doing naval one city has can reach a very very large area. Naval also has a x5 where land is capped at x4 so you will make more money. So I am currently making 1540 in my primary which would be cut down to 1232. Naval also suffers in local goods but this is componsated by the higher value. As each city will be trading with eachother but not in the high value goods.
So a naval costs 200 upkeep for the primary and 50 for every one connected. Once I need to set up naval hubs it will cost 320 each. Land cost 180 for each hub. But a single naval can cover a distance close to 3 markets in perfect spacing in each direction. So on just a mouth of a river this is over 9 markets replaced with a single naval. 3 to the south, 3 to the north, and 3 to the west possibly more possible less as rivers branch out spreading it further.
1. produce undefined local goods for export and internal trade. it shows up in the income tab of the city. revenue for exports increase with pop of receiving neighboring cities which dont need a bazar. revenues internally increase with the pop size of the city with the bazar. worth building in every city? in high pop talking 100+ here cities and in peace times only, so no.
2. export trade goods made in the city with the bazar to nearby cities. that is copper, jade, ceramics, silk, pilgrams, horses, steel and bronze. the other cities dont need a bazar.one building produces enough goods to satisfy the demand of the entire world. with basic econmics you get the idea.
you have 3 reasonable choices imo.
1. build one central production city with a market and dont bother with small outlying cities. late game with like 10x100+l sized cities you might want to push it with a well placed market+caravancy.
2. forget the markets and caravancies and use the rivers. build one big port in your production city and a quay in the other cities within range of that port. not worth fuzzing about the odd city not having access.
3. try to make use of bonus resources and build a market in every city producing a trade good but only have 1 such building for your empire and maybe try to increase your balance with well placed caravancies or sea networks once you got several big cities not getting any of the good stuff. but make backup saves and compare your balance. the upkeep may outweigh the income early/midgame.
it is worth noting that like mines many trade buildings will eventually pay for themselves via internal trade. silk, ceramics steel and bronze with imerial era techs. so even if you have more than one of these in your empire its not that bad but not efficien because the initial price and upkeep is very high and you need the money for stuff that matters. HUGE walls, gotta have walls people, and the almighty angry peasant pitchfork of doom army stack are way higher on the priority list.
edit: either i am a very slow typer or this community is very helpful or both :D my post was in response to cadfan17
3000 income at turn 87, I guess I really need to weork on my game.
This was a game with Di btw. Shu can have similar results with its massive river system and fairly isolated area.
Also as you can see I tried building cities closer together than most people do which is much better early and midgame but does not have as much lategame potential as my cities will be smaller.
If all goes well I think I can at least double or even triple my income in the next 50 to 75 turns.
End game? of course.
However, he's still in turn 87 in the screenshot. While he did clarify that his army only cost him 400 but my best game so far around similar turns is still like 1k short from his.
Once you get the hang of how trading and growth works you can get some pretty impressive numbers. I'm still trying to figure some stuff out but so far I'm improving every game. Caravans are still a thing I'm not fully good with. Their income seems to be calculated in a really whacky way.
It is easy to focus on turtling early and then just don't have enough time to win the game under standard 300 turns time limit. Last time I won GC by Conquest I had 3 factions vassalised by turn 100. Which means that there is way less cash to spend on infrastructure and naval trade is realy expensive to set up.