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Rufus T. Firefly
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is one way of saying it, though I prefer "mensch"
Sep 2000 time: 07:14
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quote: Originally posted by EOL
The best routes go to large, foreign cities with a railroad connection (has to be along the correct route). If you set a more lucrative route than those that already exist then it should replace the least profitable route, although I've found in some games that a newer route sometimes can replace a more profitable one (not late in the game though).
EOL |
Yes, this is what I'm talking about. Sometime shortly after I got trade, when the empire was small and even the capital was a mere village, I sent a wool caravan to the only city that demanded it -- one of my own, maybe 5 squares away. I probably got 12 gold or so as a bonus and got the +1 route for the SSC -- all well and good for an early caravan. But as the centuries wore on, I traded more aggressively -- aided by MPE, Magellan's and map-swapping -- delivering caravans to the biggest, farthest, demandingest, trans-oceanic-est foreign cities I can find (culminating in my first trade bonus of more than 1000g). But I still have the %&*^ wool route! Isn't there any way to change that?
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samson
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Trade route basics.
The formula for the number of arrows a trade route provides is:
TradeFromRoute = ( (SourceTrade + DestinationTrade + 4 ) / 8 ) x Modifiers
where SourceTrade and DestinationTrade are the two cities' worker-generated arrows (WGA) minus corruption. Existing trade routes in neither city affect the amount of trade generated by the new route. Trade route modifiers are:
Road: +50%
Railroad: +50% cummulative with Road for 100% total.
Airport: +50% Both cities must have an airport. If either a road or railroad bonus exists, airports have no effect.
Superhighways: +50% in the city with the SH improvement only. Note that the SH also increases the worker-generated arrows, so its influence on trade routes is twofold.
Same Civ: -50% If both cities belong to the same civ, the trade route is halved. Thus, a railroad bonus between two cities of the same civ is equivalent to a non-bonus route between cities of different civs.
Distance between cities has NO effect on trade route calculations. Being on different continents has NO effect. Commodity type and Demand status have NO effect. Technological discoveries have NO direct effect on trade route calculations. All of these things affect delivery bonuses only.
Trade routes are dynamic. If you shift workers, substantially reducing or increasing the number of arrows they generate, the trade routes change. It takes 8 worker-generated arrows to increase a trade route by 1 arrow. If the railroad bonus is in effect, 8 WGAs will increase each route by 2 arrows. If you have Superhighways in addition to the railroad bonus, increasing WGAs by 8 will bump the trade routes by 2 or 3 arrows on alternating increases in WGA arrows. Road and railroad bonuses can be lost temporarily if the road/rail connection between cities is interdicted by a non-allied foreign unit. When the foreign unit is removed, the bonus is restored.
As for your original question, Rufus, yes, there is a way to replace an existing low-paying route. Generally speaking, higher paying routes replace lower paying ones with the road and rail bonuses being factored in. However, it appears that the same-civ penalty is not considered when a replacement route is compared to an existing one. This is unfortunate as it means that high paying foreign routes can be displaced by mediocre domestic ones. The foreign city must be able to beat out the domestic one in the amount of the arrows it contributes to the route calculation.
The trick to doing this is to remove all workers from trade producing squares in the domestic city whose route in your source city you want to replace just prior to delivering the new freight to the foreign city. This will reduce the value of the existing trade route to its minimum. If the domestic city is benefitting from a road/rail bonus, you may even want to cut that connection for a turn by pillaging your own rail.
Also remember that multiple routes into the same city require different commodities. If you send Copper to a foreign city which already has a "(Copper)" route established with your source city, it won't create a new route.
Hope this helps,
samson
Last edited by samson on 26-06-2001 at 21:08
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samson
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DaveV,
Thanks.
What you are describing is the problem - the loss of higher paying routes to lower paying ones. This is often caused by inbound freight. The remedy requires an outbound freight. Road/rail bonuses do seem to be checked correctly on outbound freight. I've had freights to foreign cities not replace domestic routes w/o a road bonus, but when the road bonus is in effect (all other factors the same) the foreign route does replace it.
However, on inbound freights it may be that none of the bonuses are checked as to how they affect the destination city. In any event, the solution is the same: reduce the trade arrows of the source city (temporarily) to prevent it from replacing an existing route. Unfortunately this will also reduce the delivery bonus. But in the case of small source cities delivering freights to an SSC the loss shouldn't be too much.
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