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#1 In my game I had 12/12 trade routes for a very long time. All of a sudden it drops to 12/10 and when a trade route expires I cannot make a new one and I can't for the life of me figure out why I lost 2 trade route capacity. I'm not at war and nothing got pillaged. I didn't replace any tile improvements. I didn't change policies or governments.


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The chosen player receives +1 trade route capacity) on yourself or a key target of your trade routes. If you use this effect on another civ, you can get an extra +6 gold per trade route to them. Given the large number of trade routes you're likely to have by that point, that's normally - though not always - a better option than getting +1 trade.


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Trading Capacity is the maximum number of Trade Routes you can have at the same time. The Foreign Trade civic (one of the earliest of the Ancient Era) grants a Trading Capacity of one, meaning that your empire can have one Trade Route at a time.


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Civilization VI uses a Trade Route system similar to previous games. Trader Units can each create and sustain a trade route between two cities.


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A Trade route on [Normal] speed will always take at least [24] turns. If the trader returns to the home city before [24] turns has passed, it will take another trip. -If circular logic didn't make sense, I wouldn't use it. -If it weren't for meta-humor, this statement wouldn't be funny.


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Benefits of Trade Routes If you want to grow and develop a city, you will want to send a domestic trade with the highest food and production route to that city. Trader routes are the only way to build roads in the early game. That means at the start of the game, most of the trade routes are decided based on where you want your roads.


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Establishing trade routes is a key mechanic in Civ 6. Whether you're doing it to create roads and connect cities across long distances, either within your empire or within another Civ, or.


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Following are the ways you can get extra trade routes in Civ 6: Civic - Foreign Trade: +1 District - Commercial Hub without Harbor (needs Market for R&F): +1 District - Harbor without Commercial Hub (needs Lighthouse for R&F): +1 Cree - Nîhithaw, after researching Pottery +1 Persia - after researching Political Philosophy +1


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Learn the basics for how to build trade routes and send them to other cities in Civilization 6.Trade routes provide valuable boosts to your cities and your c.


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Civilization 6 Guide. Start tracking progress.. Grants a free Trader unit in this city, and increases Trade Route capacity by 1. Foreign Trade Routes to this city provide +2 Gold to both cities.


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To get more Trade Routes in Civ 6 you will have to increase your Trading Capacity. In order to increase your Trading Capacity you can follow the steps given below: The effect of the Merchant Republic Government will increase Trading Capacity by two.


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Most importantly, upon completing the Commercial Hub, an extra Trade Route is added towards the civilization's total capacity. In addition, this district adds +1 Great Merchant point per turn.


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1 lavache_beadsman • 3 yr. ago Lighthouses will give you trade routes in cities that don't have commercial hub districts. The colossus gives you an additional trade route, as do a few great people. And also, the commercial hub itself doesn't give you a trade route.


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The chosen player receives +1 trade route capacity) on either yourself or a main trading partner. Either get an extra strong trade route, or make multiple routes of yours provide more gold. Administration - Pantheons, Religion and City-States. So if a foreign civ sends a Trade Route to a Cree city with camps or pastures, the Cree gets the.


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This video is for the basics on understanding how trade routes work for players who are unfamiliar with the system. Doing this video I learned a bit more the.


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Colossus also gives a free trader unit, which makes their +1 trade route capacity all the more immediately useful. (Great Zimbabwe does not provide a free trader unit -- you have to build that one.). This is where the problem is (in) vanilla Civ 6 arises. Trade screens show the absolute distance, and not the turns remaining to complete trade.