I'm trying the Bonny Beta and I do not understand how trade works. I bought Incense from someone and instead of getting +5 gold per city (or +3, it's not clear which I should get since I have no idea what diversification versus cumulative effect means), I am being charged 36 gold for "trade route mainentance!" I show only a loss for trading instead of a benefit. Although I am getting the stability boost.
Is this a yet-to-be-corrected bug or is it simply a waste of gold to trade now unless it's for industry or stability?
I realize it's beta, but it sure would be nice to be able to read an explanation of HOW the new mechanics work instead of simply saying there are new mechanics!
Is this just another example of the Zimbabwe bug -- where it SUBTRACTS a percentage of your income if you were operating in the red instead of adding?
Trade works in next way: when you get access to resources, they form a domestic trade rout, which delivers resources by outposts to your capital. Domestic trade routs are free. When you buy resources from foreign empire, there creates a foreign trade rout between your capitals. This trade rout has upkeep cost, which depends on what way it delivered, which techs you have researched and how many different resources are going through it. So in new meta you can’t just buyout everything you can, as you couldn’t upkeep this trade routs. You have to buy smth near from you, and start from one type of resource. Speaking about diversification and cumulative effect: first one applies only to first copy of resource in your empire, second one applies with each next copy of that resource
Thanks! So the upshot is: buying trade from other empires is now a bad idea for luxury items that increase Money. And for other resources, it is only worth it if you 1. have a lot of money, and 2. desperately need it.
Becauseif if it cost me that much to import from a country that's right next door, then it's just not worth it!
Also worth pointing out: The benefits of luxury resources (e.g. +5 gold per city) are generally shown in the tooltips of the affected city yield or the affected district, not in your empire summary. That's why the empire income will only show you an upkeep cost for trade, even if the resources you buy might be a net benefit.
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Yeah, in the early game you can actually place yourself in the red by buying too many/distant resources without being able to support the routes, even if they're money resources. A bit later in the game they become more break-even and buyable. And once you have some trade routes in place, I think adding new resources to existing routes becomes cheaper as well, so you can ease into more purchases.
RedSirus wrote: And once you have some trade routes in place, I think adding new resources to existing routes becomes cheaper as well, so you can ease into more purchases.
Adding more resources that are already being traded on that route will not cost any extra upkeep. Adding additional new resources types will increase the cost, and the curve is polynomial, so the increase gets bigger the more different resources are already being traded on that specific route. If you want to buy a resource you're not trading for yet, opening new markets with another player might be cheaper than expanding existing trade. (In fact, the first two resource types get a small discount compared to base price, 3 or more cost extra.)
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Thanks! So the upshot is: buying trade from other empires is now a bad idea for luxury items that increase Money. And for other resources, it is only worth it if you 1. have a lot of money, and 2. desperately need it.
Becauseif if it cost me that much to import from a country that's right next door, then it's just not worth it!
It will become worth it to purchase luxury resources that increase money. Around the middle ages you get some techs that reduce the cost and by purchasing LR's that increase your money you can actually increase your money per turn by a significant amount.
RedSirus wrote: And once you have some trade routes in place, I think adding new resources to existing routes becomes cheaper as well, so you can ease into more purchases.
Adding more resources that are already being traded on that route will not cost any extra upkeep. Adding additional new resources types will increase the cost, and the curve is polynomial, so the increase gets bigger the more different resources are already being traded on that specific route. If you want to buy a resource you're not trading for yet, opening new markets with another player might be cheaper than expanding existing trade. (In fact, the first two resource types get a small discount compared to base price, 3 or more cost extra.)
Thanks for the clarifications! It feels a bit weird (based on real world) that more resources on a route would increase the cost on a polynomial curve, but I get that it makes sense for game purposes.
Now that I think of it, in the new system, the maintenance/turn paid on routes is going to become important than the initial purchase price of a resource; I wonder if the UI should show that number as well on the resources-for-trade screen instead of just the initial price.
RedSirus wrote: And once you have some trade routes in place, I think adding new resources to existing routes becomes cheaper as well, so you can ease into more purchases.
Adding more resources that are already being traded on that route will not cost any extra upkeep. Adding additional new resources types will increase the cost, and the curve is polynomial, so the increase gets bigger the more different resources are already being traded on that specific route. If you want to buy a resource you're not trading for yet, opening new markets with another player might be cheaper than expanding existing trade. (In fact, the first two resource types get a small discount compared to base price, 3 or more cost extra.)
Thanks for the clarifications! It feels a bit weird (based on real world) that more resources on a route would increase the cost on a polynomial curve, but I get that it makes sense for game purposes.
Now that I think of it, in the new system, the maintenance/turn paid on routes is going to become important than the initial purchase price of a resource; I wonder if the UI should show that number as well on the resources-for-trade screen instead of just the initial price.
Thanks!
My impression was that the UI already does show the ongoing price? Although it seemed odd that it was 24 -> 36 GPT for a very early-stage new game and mid-stage pre-beta game. For all resources I looked at. Surely, those costs must vary by trading partner, distance, and with technology.
The other thing: a preview of what effects the resource would have on our current economy would be helpful. Similar to the preview for infrastructure yields. Just to give us the right tools to decide whether a particular transaction is worth it at that time.
It will become worth it to purchase luxury resources that increase money. Around the middle ages you get some techs that reduce the cost and by purchasing LR's that increase your money you can actually increase your money per turn by a significant amount. Visit https://paydaysay.com/what-are-emergency-loans-for-rent/ if you need urgent money for rent.
Absolutely, investing in luxury resources that boost your income can be a game-changer, especially as you progress through the different eras. The technologies acquired during the middle ages that reduce costs further enhance the profitability of such investments.
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