What effect trade route yield and by how much?

Kouvb593kdnuewnd

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It seems like civilopedia is not correct about the yields from district. In my game it seems holy district give +2 food and harbour give +2 production for internal trade routes instead of only +1.
 
Domestic and Foreign routes are different, and it depends on the district (as well as policies and CS bonuses and trade posts)

Domestic
CC: 1 food, 1 production
all others: 1 food OR 1 production (depending on district)

Foreign:
some options are 3 gold, 1 faith, 1 culture, 1 science, 1 production

Don't have the details here, would have to check in game... any info in civilopedia?
 
In my game other districts are cleary not +1, they seems to be +2.

Do buildings effect yields and do population effect yields?
 
Base yields as found in the game files:

TradeYields.jpg


As for the other questions:
Can't find any tables or variables for other influences, so if it's not hidden somewhere, then no.
 
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It may be a bug with Spain unique ability which give me the bonus even though the city are on the same continent.
 
It may be a bug with Spain unique ability which give me the bonus even though the city are on the same continent.
I don't think it matters if the cities are on different continents from each other, just if (either destination or source not sure which) is on a different continent from the capital
 
It's not written anywhere, but it actually depends on district's adjacency bonus.

So industrial district gives +1 production for trade routes, but if that industrial district had +4 production (next to 4 mines), any route there gives now more production.

Noticed this late last night when was wondering why my little town with perfect industrial district on hills was so good for trade routes. Didn't have time to check the formula though.

I think it goes like this:
District's adjacency bonus 0-1 = +1 trade
Distrist's adjacency bonus 2-3 = +2 trade
Distrist's adjacency bonus 4-? = +3? trade
 
I've definitely noticed a holy site give more than +1 food before as russia. I hope someone figures it out.
 
Hmmm so this is why I was getting 6 food from my first trade route to my Brazilian capital, It had a campus with something like +5 science from rainforest....

Good to know, I decided to put my comercial hubs out of my rainforest ring to avoid wasting precious adjacency bonus with only "+1 gold from adjacent rainforest" and that was not worthy the same as +1 science, culture, faith or housing.

But if this is true, I would not only get the +6 gold from all rainforest tiles, but also a lot of production from all the trade routes that went to this city...
 
So in table: domestic ; foreign
City Center: 1 food, 1 production ; 3 gold
Holy Site: 1 food ; 1 faith
Campus: 1 food ; 1 science
Encampment: 1production ; 1 production
Harbor: 1 production ; 3 gold
Commercial: 1 production ; 3 gold
Entertainment: 1 food ; 1 food
Theater: 1 food ; 1 culture
Industrial: 1 production ; 1 production

with some effect of adjacency
 
I did not have an adjacency bonus for my harbour in the capital but still I did get a whole extra production point. The only thing my harbour was adjacent was the city center.

Have anybody tested if the +100% adjacency card effect trade routes, if you can get like 5 food from a campus then +100% could be 10 food which is pretty insane.
 
Ok, just tested the trade route yield,
-There is no relation between district adjacency bonus and trade yield.
-There is no effect from population, at least not from population from 1 to 11 pop
-There is no effect from era/tech, at least not from ancient to renaissance

But some districts give more than others:

City Center: 1 food, 1 production
Campus: 1 food
Encampment: 1 production
Commercial: 1 production
Theater: 2 food
Industrial: 2 production

Holy Site: 2 food
Harbor: 2 production
Entertainment: 2 food


Also, if you increase the trade route yield when the trader is still walking, you start to get the upgraded value.


TL;DR yet another reason why campus district sucks in Civ 6.
 
Ahh, sorry, I was wrong. Checked all trade routes from couple of saves, from early and late game and it's quite simple. Also had some builders ready to chop forest to insta-build different districts so was quick to test.

These give two production, not one:
- Harbor
- Industrial

These always give two food, not one:
- Holy
- Theater
- Entertainment

Everything else works like it says on civilopedia and gives 0 or 1.
 
Rpgalon is correct. Also can confirm that era, adjacency or population (1-20+) won't affect it.

Both cities can have the same district.
 
Ok, just tested the trade route yield,
-There is no relation between district adjacency bonus and trade yield.
-There is no effect from population, at least not from population from 1 to 11 pop
-There is no effect from era/tech, at least not from ancient to renaissance

But some districts give more than others:

City Center: 1 food, 1 production
Campus: 1 food
Encampment: 1 production
Commercial: 1 production
Theater: 2 food
Industrial: 2 production
Holy Site: 2 food
Harbor: 2 production
Entertainment: 2 food


Also, if you increase the trade route yield when the trader is still walking, you start to get the upgraded value.


TL;DR yet another reason why campus district sucks in Civ 6.

Nice, any possibility to test foreign yields (hotseat?)

also it seems like they may have tried to balance it (so all gave a total of 2 like the city center), but didn't finish....
either that or they thought Campus+Encampment+Commercial were super districts
 
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This seems correct, the most production iIhave egotten from a internal trade route is +7 production. this is actually a good reason to build harbour and encampment in one your cities even if it has crappy adjacency bonus /not close to enemies, to have one city that can give +7 production routes for you new born cities.
 
This seems correct, the most production iIhave egotten from a internal trade route is +7 production. this is actually a good reason to build harbour and encampment in one your cities even if it has crappy adjacency bonus /not close to enemies, to have one city that can give +7 production routes for you new born cities.

It looks like it makes sense to have a large capital with as many districts as possible and then run trade routes from your other cities to your capital to get them up to speed.
 
Has anyone ever figured out why some districts give +2 food/production instead of 1? The related entry in the db/xml says 1, and of course so does the civilopedia.
 
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