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Internal trade route gains?

Discussion in 'Civ6 - General Discussions' started by Heikki Mustonen, Nov 14, 2016.

  1. Heikki Mustonen

    Heikki Mustonen Chieftain

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    Has anyone seen or done any list of what gives bonuses to internal trade routes? I know a city center gives 1 food + 1 prod and most districts give some bonus and there are policy cards that improve gains. I have looked my routes a bit more now and those things does not seem to add up.

    I give you an example. I have a game were I just killed off England and took all her cities. One of those cities currently only has a city center, a holy site with a shrine and a harbor. I have no other policies that affect it than +2 gold from all trade routes. So if a city center gives 1 food + 1 prod, a holy site gives 1 food and a harbor gives 1 prod I should get 2 food + 2 prod + 2 gold. But now when I try to send a trade route to it from my other cities they would get 3 food + 3 prod + 2 gold. Where does that extra food and prod come from?
     
  2. KrikkitTwo

    KrikkitTwo Immortal

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    Holy Sites, Theaters, Entertainment districts, Industrial zones, and Harbors are bugged, they give 2x as much domestic trade yield as they should.
     
    Zuizgond likes this.
  3. Heikki Mustonen

    Heikki Mustonen Chieftain

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    Ah ok, that explains it. Thanks. I guess I enjoy extra gains as long as it lasts.

    When I think about it I actually would not mind if holy sites, theaters and entertainment districts would give higher gains than more popular districts. That might give a reason to build them earlier than normal.
     
  4. Cymsdale

    Cymsdale Prince

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    Hopefully this is something they'll fix, because it makes international trade routes quite uninteresting.
     
    Zuizgond likes this.
  5. Soryn Arkayn

    Soryn Arkayn Prince

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    Oct 14, 2005
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    315
    ATM it seems like international trade routes yield more Gold and other bonuses, whereas domestic trade routes enable your cities to accept extra Food and Production and slightly less Gold. IME in Civ6, generating Gold isn't too difficult -- much easier than in Civ5. This is in large part because you can use Civics cards at any time whereas in Civ5 you had to unlock numerous Civics to achieve a similar effect, like reduced unit, road/rail, or city improvements maintenance costs. The increased Gold yield from international trade routes seems inconsequential compared to the benefits of domestic trade routes, which can help your cities grow faster and speed up production. The former can become a double-edged sword when cities grow too large with insufficient Amenities; but it's great for rapidly growing new cities. In addition to the usual problems of international trade routes spreading foreign religions to your cities, they're far more vulnerable to being plundered by barbarians or enemy civs than domestic trade routes -- largely because the Traders only seem to travel 1 tile per turn, so it's easy for barbarian land or water units to catch and plunder them. I wish it was possible to assign a unit to escort a Trader, or produce a more expensive Trader that could defend itself.

    If it's true that some commerce buildings are generating too much yield then I assume that Firaxis will fix it in an upcoming patch. But I hope they don't nerf domestic trade routes too badly and force players to use international trade routes just to stay in the black.
     

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