#Improve merchant/trade routes UI

11 messages · Page 1 of 1 (latest)

zenith sky
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First thing let us just pick a city and make merchant create a trade route after some turns. I believe it worked like that before, and it most likely was already asked. But I'd like to highlight it as well.

Second, sorting. Like what is Default Sort even mean? Is it sorted by amount of resources of target settlement? Sort by a leader, ok that may be useful I think. But what about sort by factory resources for example? By production, food resources, naval/land routes, etc.

Third, it's not really a point, because I don't fully understand the consequences of the actions, as I haven't seen any effect besides getting more money by route initiated to me, or resources initiated by me. But if it's important from which city the trade route is started, then maybe I should be able to choose it? If not, then it only affects the path on which merchant may be plundered and I still may want to choose more safe option over whatever is suggested to me using some logic which I need to transcribe first (in civ5/6 I pick both ends of trade routes).

Fourth, it'd be nice if I can trade my excessive resources (if I have any) for gold, because right now it's not clear what to do with them.

Fifth, I'd like to know available trade routes before creating a merchant. Right now I haven't found this menu (if it even exist in the first place). And lookup active trade routes easily also would be nice.

Additionaly, I think there are some debuffs for using imported resources. So it must be easy to tell which resources are imported either in trade routes menu or from resources menu (hovering on each resource and deduct origin of it - is not an easy way).

Generally, I think that I may missing something with merchants, so if somebody enlighten me on that topic and mechanics, what will disregard some of the points - I'd be only happy.
For now it looks like WIP mechanic which is strange since it worked for 2 previous games and now we have something more convoluted and less useful or clear at least.

zenith sky
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nvm, regarding the first point. Looks like it's already implemented

pearl gale
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Was directed to add my feedback on a similar topic to this thread.

Original Thread:

A common play pattern I, and i'm guessing many others, have is to build lots of merchants in a relatively short period of them. When doing this, you are trying to send merchants out to lots of cities, and it is very easy to forget which ones already have one traveling there and to accidentally send multiple to the same place. Some indicator in the UI that a city on the trade list has a merchant pathing to it, or having the ones with a merchant enroute put to the bottom of the list, would go a long way to resolving this scenario.

My proposed solution was that if a player merchant is pathing with an end destination inside a city, then in the trade menu, that city should just have some icon that means "merchant enroute". Optionally, you could also have all cities with a merchant enroute sorted below ones without a merchant enroute in this menu. I think it is important that whatever solution is specifically in this trade UI, and doesn't require checking another page.

pearl gale
# safe pasture Thanks <@134082130241257472>

No problem. For the record, my feedback was a bit different then this original one - it was specifically about knowing about merchants that you have sent to another city but have not yet arrived. If it's possible to get that specific part to the team (unless they've already come to the same conclusion on it in which case great)

safe pasture
pearl gale
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Done

wintry garnet
night crow
# pearl gale Was directed to add my feedback on a similar topic to this thread. Original Thr...

I came to Discord just to point out this thing. Honestly I would just manage this as Civ 6 did: when you select a city to start a trade route, the merchant does all by itself and you don't have to worry about it anymore. The current solution is a huge step back, and I don't see any reason why.
If there is any specific detail that would prevent this behavior, like selecting the specific tile on which a road is constructed, that is not important enough to justify the hassle. Just let the computer deal with it.

solar osprey
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On a side note; am I the only one who's experiencing severe slowdowm/lag when browsing the available trade routes?

pearl arrow
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On console it’s all of the above with clunky controls as a topping. I just hope for the best and I have no clue where my trade routes are and what my gains are. The x/y in the leader ribbon is basically all.