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Trade Routes Guide

Guide to traders, trade routes, and other related information.

  1. astog

    astog Chieftain

    Joined:
    May 29, 2015
    Messages:
    215
    Location:
    Minneapolis
    astog submitted a new resource:

    Trade Routes Guide - Guide to traders, trade routes, and other related information.

    Read more about this resource...
     
    LedStone, WideCoast and RaidandTrade like this.
  2. mice

    mice Moose

    Joined:
    Jan 26, 2006
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    Location:
    tundra
    Good write up ,thank you .

    When you declare war your trade routes are terminated, but are your traders killed ?

    I could test it , but I'm sure you know the answer
     
  3. Emi999

    Emi999 Chieftain

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    Oct 31, 2016
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    One thing I don't get: is the number of turns/trips important for anything? My understanding is that the bonuses you get from the trade are valid since the trader starts its route, for esch turn. So the number of turns/trips to complete the route is only meaningful to know how much time I have to wait before I can issue a new command to the trader. It doesn't seem a vital information.
     
  4. Kabba QuzAi

    Kabba QuzAi Chieftain

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    Wow, not only you made that increadible mod and now you also gift us with this guide!

    I just think you could give more emphasys to your mod link :D
    Thanks again mate!



    Maybe add a Topic about mods or "enhancements" :p
    So you can have a link from the Topic list ^__--
     
  5. KrikkitTwo

    KrikkitTwo Immortal

    Joined:
    Apr 3, 2004
    Messages:
    12,308
    A few additional sources of trade routes

    Civic: Foreign Trade ..1 (or 1 base, or 1 from Palace not sure)
    A number of Great Merchants provide +1 trade route.

    (also it would be good to collect the data on yields into one place....although district yields are currently bugged with double yields if the district has a UD form)
     
  6. JorshRod

    JorshRod Chieftain

    Joined:
    May 23, 2013
    Messages:
    11
    Could you address the other benefits of trade routes? In the trade route list screen it shows that you can activate an intelligence bonus and tourism bonus by having a trade route with a civ, but in my testing this does not work as I've never seen the bonus icon for either lit up on that screen. Is this part of the interface broken or is there some other prerequisite to getting the 25% tourism and intelligence level bonuses?
     
  7. Turf1228

    Turf1228 Chieftain

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    Nov 9, 2016
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    Great write-up.

    Although it is basic, I would add the differences in yields between domestic and internation trade routes, i.e. domestic gets you food/cogs/gold, whereas international get you more gold and faith/culture/science.
     
  8. Soella

    Soella Chieftain

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    Nov 8, 2016
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    Female
    You can see tourism benefit on the culture victory screen: tip on the number of tourists from the country shows you if you have +25% due to trade route.
    Intelligence benefit is shown in the diplomacy screen, check your level of access.
     
  9. Sogno di Volare

    Sogno di Volare Chieftain

    Joined:
    Oct 24, 2016
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    TY!

    Honestly I thought the trading post message was just sort of a "trade route done you get to reassign it now" message. I had no idea it extended the possible range farther. I figured techs and etc did that over time...

    Granted just naturally with new cities I tended to create them anyway.
     
  10. Valessa

    Valessa Communistress

    Joined:
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    Not that it really matters much though, which is a shame.

    Internal Trade Routes are just better for most of the game, and External Trade Routes don't really make that much use of Trading Posts which is such a cool, yet almost meaningless concept. Extra Gold from Trading Post just isn't much, and because of how Trade Route Yields are generated any big city will basically generate similar yields. The investment cost of having to create trade routes to a number of small cities to create a line of trading posts that allows you to access that other big city at the other end of the world to then just generate a few extra Gold is just way too high.

    But I'm reasonably confident that they'll make the system work better in the future, I really want to see the idea of expanding your reach and with it your trade route yields further and further as the game progresses - it certainly sounds a lot more interesting than just picking the highest production cities in your own empire.
     
  11. Sogno di Volare

    Sogno di Volare Chieftain

    Joined:
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    I tend to boost some small cities anyway to some extent with a trade route to start... just for roads and a production boost to start so I'm not sure the trade off for a trading post is that big a deal... but then again I'm not so much using that feature as it just happens naturally.

    Granted if you're focusing those routes on one super city or core cities then yeah not so much worth extending a route to the edges for what seems to be a difficult amount of time to determine.
     
  12. astog

    astog Chieftain

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    Completely missed them, thanks for telling me. Added Great Merchants.

    Trips to complete is what I call, a tooltip variable. It does not need to be in the forefront of the UI, but when provided through tooltips adds context and reasoning to why the turns were high/low etc. As you said, it does not affect gameplay, but removes the ambiguity on why the turns taken are what they are.
     
  13. KrikkitTwo

    KrikkitTwo Immortal

    Joined:
    Apr 3, 2004
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    Well Internal trade routes are better because their yield is bugged
    (up to 3 extra food and 2 extra production bugged)

    Not sure about the same bug for foreign routes...haven't seen any testing (but it would be up to 1 extra faith, 1 extra culture, 1 extra production, 3 extra gold, 1 extra food)
     
  14. Mr_Happy

    Mr_Happy Chieftain

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    Great Info! Interesting how the number of trips gets calculated and can turn extremely short trade routes into bigger time investments then longer ones,

    Something I've been finding frustrating is the inability to control the paths trade routes use. If I want to maximize trade post bonuses I'd want my trade routes to go through as many cities as possible, but as far as I can tell it only tries to go through the cities which it absolutely needs to extend its range to reach the desired destination. I saw scenarios where it won't even take a 1 tile detour which annoyed me!

    Did you find any way to influence trade route paths within the 15 tile range to get this sort of route: A => B:8 tiles => C:15 tiles. Could it be that even if it happens to go through city B in this case, since it doesn't need to "refuel" it doesn't even count the trade post?
     
  15. Hans Lemurson

    Hans Lemurson Chieftain

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    From what I saw of your "Trade Route Completion Time" graphs, I would phrase the rule as this:

     
  16. OneLeggedRhino

    OneLeggedRhino Chieftain

    Joined:
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    Great guide, thanks for creating it!

    Question for you: There's sometimes a mysterious +2 faith for a route, when the only source of faith I know about is +1 for a Holy Site in the destination city. Do you know other sources of faith? Maybe if the destination city founds a religion?

    Thanks!
     
  17. remconius

    remconius Chieftain

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    Excellent guide and very useful!

    Something I am also interested in is the trade route yield and how it can be influenced. Not sure if you figured that part out yet.

    Another few things apart from roads that are key to trade routes:
    • A trade route is a source of intelligence, so having one to each other civ gives a lot of information, even if the yield is lower than a city state for example.
    • A trade route is also key for tourism as it gives a 100% boost per civ.
    • A trade route gives positive modifier for relationships with other civs (I think...).
     
  18. Markus5

    Markus5 Code Monkey

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    Location:
    Lino Lakes, MN, USA
    I'm just playing my first game and I didn't pay close enough attention to all the YouTube games. (Quill18: you're great.) Excuse my ignorance.
    What happens to the trader when the route completes?
     
  19. astog

    astog Chieftain

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    Location:
    Minneapolis
    Added them to guide. But need to verify if the benefits are active before the route completes.

    I am currently testing this, and building a list of things that affect the trade route yields. The bugs don't help, and I don't want to post incorrect information. Hopefully, Firaxis patches things quickly.
     
  20. astog

    astog Chieftain

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    I don't think you can influence the path it takes. Within the game code all you pass is the coordinates of the origin and destination city, and the game decides the path.
     

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