Route Mechanics
- In order to establish a Trade Route you need free Trading Capacity of at least 1 (that is, the number of currently active.
- Trading Capacity is the maximum number of Trade Routes you can have at the same time.
- Each Trader services one Trade Route.
How do you trade with city states in Civ 6?
You can’t trade directly with city states. They do give you any resources they have connected if you’re allied with them, but that’s it (aside from the usual bonuses they provide).
Where do the traders go on the trade route?
Traders move to the destination city and then return to its city of origin. When they complete this round journey Trading Posts for your civilization are created both in the destination and in the origin city, if they didn’t exist already. Traders move at a speed of one tile per turn, both on land and at sea.
How does a harbor increase a Civilization’s trading capacity?
Each city with a Commercial Hub or a Harbor (or, from Rise and Fall onwards, a Market or a Lighthouse) increases a civilization’s Trading Capacity by one. These bonuses are not cumulative: a city with both a Commercial Hub/Market and a Harbor/Lighthouse adds only one Trading Capacity, not two.
How do you create a trade route in civilization?
They will recover their ability to create Trade Routes once you increase your Trading Capacity again. You create Trade Routes by selecting a Trader which is currently ‘free’ (isn’t servicing a Trade Route), an origin city and a destination city.
How many tiles do you need for a sea trade route?
A Trader unit sent over land will automatically construct a road (or upgrade an existing road, if your technology is more advanced) between the cities along the route trajectory. The base range for sea trade routes is 30 tiles. Remember that you need the Celestial Navigation tech in order to be able to establish sea trade routes.