A humble request to stop trying to push for trade to be a viable choice in earlier stages of the game. I know that a number of landmarks (including the landmarks for the two most recent civs) have been designed with feudal trade in mind, but I think it’s a bad direction for the game. The trade boom is the strongest boom in the game, and it requires that your opponent either disrupt the trade quickly, or else trade themselves.
With current map design, trade happens behind one’s starting base, which makes it more difficult to effectively attack. It also creates a similar situation to how water used to work…where there would be a kind of razor edge fight for water control, and then whoever won would have access to a massive economic benefit that basically always led to a win. Often in high level 1v1s you’ll see this battle play out with trade…a Mongol player will set up trade, the opponent will attempt to disrupt trade, if they’re successful they usually win…if they can’t disrupt it they lose.
This is unlike the far more interesting economic benefits of things like sacred sites or deer packs. These are all both in more central locations of the map, far more easy to disrupt/contest…and also they provide less decisive benefits. Someone can secure an extra deer pack or some sacred sites and the game is not over. Securing them generates an advantage, but it still leaves room for play. They don’t scale in the same way that trade does, or the same way that water (especially pre-nerf deep water) does.
I also think it’s generally better to incentivize players to be out on the map, engaging with one another. The old 3-4 TC meta was bad because the meta leaned too heavily to simcity like gameplay and less early player interaction. Changes to increasing the value of deer packs helped improve the importance of map control. Trade incentivizes a very defensives, turtle-y sort of gameplay with what is often a very binary breaking point…can my opponent disrupt my trade or not…instead of a more incremental and interesting sets of gains and losses while fighting over still important but less overwhelming economic advantages (sites, deer, etc).
Maybe there’s still space for early trade, but if so I’d argue it should only be effective against a pretty narrow set of opponent choices. Maybe trading could be a winning counter to someone turtling and booming on 2-3 TCs, for instance. But, it should lose quickly and easily to someone going 1 TC aggression. Currently, civs like the Mongols can trade early while also getting enough production to defend against 1 TC aggression. I think this is a problem.
tl;dr, encouraging a fight for map control, and securing the important but more incremental economic benefits that it entails is good…encouraging a turtling-style of economic booming which forces a singular, all-or-nothing engagement is bad. And, even worse when this heavy boom style wins against a dedicated rushing strategy!