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Besides 1.0 didn't even have this, this is basically an untested arbitrary tax
Spending extravagant amounts of key resources on insignificantly small bonuses is not a choice it's just wrong.
Which means that it's currently not balanced. The amount of time alone to setup the trade routes should be enough of a tax, but if they wanted to setup a cost
10 per capital trade route and 2 for province trade route would be more accurate to the other relative usage of that resource.
Tl;dr Mana system is unbalanced and leads you to make the same strategic choices over and over
It is definitely weird to see every barbarian on the planet on a mad civilization rush.
Also, moving pops should really be military power based, at least.
BTW, I usually make trade routes with myself at that point, as long as getting export bonus for that good. You lose a small amount of import income, but you don't have issues with goods not being sold, or with people canceling your trade routes. Civic power trade becomes much more economical when you don't have to remake those damn things over and over again.
For instance, it makes sense that war disrupts trade. And once you are a power like Rome, it gives you incentive to maybe prevent war from disrupting your ♥♥♥♥♥♥♥ trade. But you can't actually accomplish anything by, say, using interfere in war or other major power interactions to force people not to kill each other so they can shut up and buy your olives, because once you realize that the route is disrupted it's too late, you need to use civic power to re-establish it.
Likewise, trading inside of an insular nation or with established, secure trading partners is logical-and part of the real world (it's a contribution to the modern tragedy of Africa, that the civil wars incited by resource shortage prevent foreign or domestic investment in infrastructure that would end those shortages).
However the game isn't actually guiding the player to interacting in these ways because money isn't ever important enough to actually challenge the player into playing differently so they can eek out more income; they always lack for civic power more than money, so you're best simply ignoring trade and using civic power for other things. Also, you can make more money by simply ignoring foreign trade in practice, no matter what you want to do.
If the game created situations where you felt obligated to vassalize someone or use those great power diplomatic actions so you could prevent someone's rivals from disrupting your trade with them it would have successfully modeled four thousand years of political interactions. And the fact that the barest hints of that are possible to imagine in this system is so tantilizing, but it's kept from being a thing because the system is so half-assed it's immaterial what it could be.
I make trade route with nation A. Nation A. is a civil war of Nation B. Nation A wins, and then the trade route dissolves because Nation A is now called Nation B again.
I make trade route with nation A. Through some hilarious circumstances beyond my control, nation A. decides it likes nation B. more than me and cancels trade. I attempt to make trade route with Nation C., and after 3 months of effort, they also break the route. In anger, I begin a war of bloody genocide, win, and compress every pop in their country into a tiny city state which I then construct 10 forts on and incite an enemy into besieging, causing the entire population to starve rapidly due to overpopulation.
That's the problem. Paradox's trade routes cause genocide, it's just a fact.