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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.
However, I see a number of players stating things implying that trade routes are useless, hide them, auto-refresh, etc.
What Firaxis should do is not only extend the routes turn duration like this Mod does, but make the routes change quite a bit in rising and falling benefits based on a more complex Diplomacy system. Currently, there is some of this but it needs to go deeper.
The people suggestion implementing auto-refresh are taking away a vital tactics and planning part of the game. Trade routes should tie in with Relationships and Diplomacy--rising and falling rewards shoudl mean you need to check the routes, not auto-refresh.
C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization Beyond Earth\assets\Gameplay\XML\GlobalDefines.xml
Open it in wordpad so you can change it and look for:
<Row Name="TRADE_ROUTE_BASE_TURN_DURATION">
<Value>250</Value>
As you can see I changed the value to 250 turns.
I couldn't agree more. Maybe add an auto setting like workers so trade route could go for maximum food, production, energy, etc.
So it not so bueno...
For anyone who wants more turns:
Just go to the mod folder, open "update.sql" with a text editor and replace the number with a number of your choosing.
Anyway, thanks again, you rock! :)
1: The ability to have trade routes only renew when a new possible route opens up
2: Having them renew when a more lucrative route opens (depending on a few values of "lucrative" - or even let that be customizable)
3: Custom renew speed
4: Auto-trade. That is, the trader will automattically go to the most "lucrative" (depending on a few settings) route it finds for 25 (or more, if needed for balance) years. It will then look for a more lucrative route if it can. If it finds one, it goes there. Else, it keeps the previous one.
Anyway, even if you can't implement ANY of them, this is STILL an awesome mod. THANK YOU!
Part of the reason why I hate trading in Civ games. This is a mod I'll happily use :P