1. Trade
1.1 Rivers
- Rivers connect cities with trade routes.
- There is no technology needed.
- Each river connection grants 2 gpt. City size has no influence on this.
- River connections are visualized by blue connection symbols.
Picture: A river connects two cities. This is indicated by a blue connection symbol.
1.2 National trade
- All cities connected to the capital (by rivers, roads or ports) are part of a “National Trade Network”.
- If connected, surplus bonus resources can be shared between cities (see: 4. Health)
1.3 International trade
1.3.1 Preconditions to establish international trade routes
- In order to allow international trade routes, both capitals have to be connected by roads or harbours.
- A diplomatic status of “neutral” or better is necessary.
- Each civilization has a limited amount of “special merchandise” (SM)
- The SM is randomly calculated at game start.
- The SM may feature all available bonuses: food, science, culture, faith, production or gold.
- Each SM may randomly feature up to three bonuses in any combination.
Examples:
- The amount of available SM increases by eras: Ancient: 0, Classical: 1, Medieval: 2, Renaissance: 4
- There are not more than 4 “naturaly” available SM. It is possible though, to gain additional SM by National and World Wonders:
1.3.2 The benefits of international trade
- If an international trading agreement is forged, the bonuses of the trading partner's SM are added to the own capital.
- Additionally, a certain amount of gold/turn is added.
- This amount is based on (and a multiplication product of):
Picture: Askia suggests to prolong an international trading agreement.
1.3.3 The risks of international trade: easier espionage
- If an international trade agreement is achieved, enemy spies may have an easier game infiltrating foreign cities. If information about G&K is correct, “potential” is a measure for the detecting possibility of spies. Therefore:
- Is an international trade agreement active, “potential” is lowered by 25% regarding the spies of the trading partners. This works in both directions.
1.3.4 Remarks
- The limitation of SM and therefore total numbers of international trading agreements might feel,... well, limiting for some.
My thinking is, that limitations make the game interesting. You have to evaluate, with which nation you want to establish trading relations. As the trading gets more and more beneficial over time, your decision should better be well thought - and diplomatic effort should do anything, to remain in good relations with your trading partners. (The positive modifier will help a little bit, though.)
- With the introduction of SM, a second layer comes into play: “Do I want to trade with the Celts, as their high population count would yield high benefits in gold? Or should I better trade with the English. Their population is smaller, but I want to have this valuable +3 faith bonus (see examples).”
- Another point to consider is balance. With unlimited international trading routes, gpt income could easily break all reasonable boundaries and international trade would be risible overpowered.
To achieve this, trading possibilities are limited especially at the beginning of the game.
-Another feature to balance int. trade is the fact, that smaller nations benefit more when trading with large ones - as long, as anybody wants to trade with them, at all (see point above).
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1.1 Rivers
- Rivers connect cities with trade routes.
- There is no technology needed.
- Each river connection grants 2 gpt. City size has no influence on this.
- River connections are visualized by blue connection symbols.

Picture: A river connects two cities. This is indicated by a blue connection symbol.
1.2 National trade
- All cities connected to the capital (by rivers, roads or ports) are part of a “National Trade Network”.
- If connected, surplus bonus resources can be shared between cities (see: 4. Health)
1.3 International trade
1.3.1 Preconditions to establish international trade routes
- In order to allow international trade routes, both capitals have to be connected by roads or harbours.
- A diplomatic status of “neutral” or better is necessary.
- Each civilization has a limited amount of “special merchandise” (SM)
- The SM is randomly calculated at game start.
- The SM may feature all available bonuses: food, science, culture, faith, production or gold.
- Each SM may randomly feature up to three bonuses in any combination.
Examples:
- England may offer “English idols”: +3 faith
- Germany may offer “German tools”: +1 production, +1 gold
- France may offer “French art”: +2 culture, +1 science
- Celts may offer ”Celtic venison”: +1 food
- The amount of available SM increases by eras: Ancient: 0, Classical: 1, Medieval: 2, Renaissance: 4
- There are not more than 4 “naturaly” available SM. It is possible though, to gain additional SM by National and World Wonders:
- National Stock Exchange (National Wonder):
Available with “Electricity”;
Precondition: a stock exchange in every controlled city;
Effect: +1 SM and a Great Merchant appears; No culture bonus, +1 Great Merchant point - World trade Centre (World Wonder):
Available with “Plastics”;
Effect: +1 SM; +10% gold income via international trading agreements; +1 culture and +2 Great Merchant points
1.3.2 The benefits of international trade
- If an international trading agreement is forged, the bonuses of the trading partner's SM are added to the own capital.
- Additionally, a certain amount of gold/turn is added.
- This amount is based on (and a multiplication product of):
a) the trading partner's total population count.
b) the time, the trading agreement is in effect. Each time the agreement is renewed, the multiplication factor increases. The factor may range from 0.5 to 1.0 (less or even more, if balance testing indicates it.)
- As trade routes are more beneficial when lasting longer, international trading agreements will generate the “we traded recently” diplomatic bonus. The bonus is not cumulative with the same bonus granted by gifts, though.b) the time, the trading agreement is in effect. Each time the agreement is renewed, the multiplication factor increases. The factor may range from 0.5 to 1.0 (less or even more, if balance testing indicates it.)

Picture: Askia suggests to prolong an international trading agreement.
1.3.3 The risks of international trade: easier espionage
- If an international trade agreement is achieved, enemy spies may have an easier game infiltrating foreign cities. If information about G&K is correct, “potential” is a measure for the detecting possibility of spies. Therefore:
- Is an international trade agreement active, “potential” is lowered by 25% regarding the spies of the trading partners. This works in both directions.
1.3.4 Remarks
- The limitation of SM and therefore total numbers of international trading agreements might feel,... well, limiting for some.
My thinking is, that limitations make the game interesting. You have to evaluate, with which nation you want to establish trading relations. As the trading gets more and more beneficial over time, your decision should better be well thought - and diplomatic effort should do anything, to remain in good relations with your trading partners. (The positive modifier will help a little bit, though.)
- With the introduction of SM, a second layer comes into play: “Do I want to trade with the Celts, as their high population count would yield high benefits in gold? Or should I better trade with the English. Their population is smaller, but I want to have this valuable +3 faith bonus (see examples).”
- Another point to consider is balance. With unlimited international trading routes, gpt income could easily break all reasonable boundaries and international trade would be risible overpowered.
To achieve this, trading possibilities are limited especially at the beginning of the game.
-Another feature to balance int. trade is the fact, that smaller nations benefit more when trading with large ones - as long, as anybody wants to trade with them, at all (see point above).
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