I've been fooled. Where are my 25% from being in Free Market
Well it doesn't matter that much, but it would be nice to fix this bug or alternatively Free Market description. Here those 2 commerce routes should be 3 with that extra 25%.
Hmm. After closer inspection it seems like the city is producing 8 commerce from trade routes, if you check the city list. This city has also base commerce 13, even if all things counted up should give 12. Maybe this works after all .
IIRC (because this is my understanding of a discussion with Cyneheard 2 years ago) that 25% was only for cities on the same landmass. But to be totally honest I am not the best person to talk to about implementation.
I'm still wondering what is going on. This is what I see in capital (it seems I also get 1 extra commerce here i.e. city list shows 26 commerce form trade routes):
Now after closer inspection this 25% is better than I imagined. I though it would work like Harbor or any other trade route multiplier, but it is actually mutiplicative after all the other normal trade route multipliers are summed up. In capital this means 5 extra commerce (21 comes after normal multiplers are taken into account).
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Yes for all cities. After thinking it is not that much better than additive 25% would have been. I lose some in rounding since multiplication is done on integer numbers (after rounding down) and especially in small cities additive 25% would have been better since it would have raised all trade routes with +1. Now my small cities just get +2 not +3 from it.