Velusion wrote:
I haven't forgoten about this. I still might use it at some point. Let me know what you think of traderoutes now!
The "hold +1 card" part I am thinking may not do much. Rarely have I found myself wanting to hold more than 8 cards. Then again, it might have a solid effect on play.
But the drop commodity cards for treasury is nifty and probably could be incredible.
Though, should Trade Routes have
some kind of negative? Maybe aggravate Iconoclasm & Heresy? (And then add Law back as a mitagator to I&H to balance.) I&H is more about unsettling ideas and Trade Routes could certainly do that.
FYI, the writeup uses "trade cards". Trade cards are defined to include calamaties. Taking the writeup literally, it will let you dump calamaties. I would suggest using "commodity cards" instead.
(If you can't tell, terminology is one of my pet peeves

)