Jurassic World: Dominion Dominates Fandom Wikis - The Loop

This article is a stub. You can help Civilization VI Wiki by expanding it.

Icon Trader.png

Icon Trade Routes.png Trade Routes is one of the Game Concepts in which a Trader Unit provides in Civilization VI.


Civilization VI uses a Trade Route system similar to previous games. Icon Trader.png Trader Units can each create and sustain a trade route between two cities. What a Trade Route yields will vary based on what Districts a city has, and depending on the duration of the route will also vary depending on the distance between the two cities (with shorter routes ending sooner).

One of the new features is that a Trader will create a Icon Road.png Road (different depending on the Eras) as it travels along its route, so it's worthwhile to have different Icon Trade Routes.png Trade Routes set up to build routes through your lands.

It seems as though Trading Posts are automatically created in cities in which you've established a Trade Route, and these will add Icon main gold.png Gold to subsequent Trade Routes which pass through that city.

Internal routes now provide food and production yields based on what districts are located in the destination city. The city center itself provides +1 food +1 production. Theater Squares, Holy Sites, and Entertainment Complexes provide +2 food. Harbors and Industrial Zones add +2 production. Commercial Hubs and Encampments provide +1 production.

For example, City A sends a route to City B in the same civilization. City B has a holy site and a harbor. City A would then receive +3 food, +3 production per turn.

You can create one Icon Trade Routes.png Trade Route for each Commercial Hub or Harbor district in your civilization. The Merchant Republic Government allows 2 extra Icon Trade Routes.png Trade Routes, there are several Great Merchants that give additional Trade Routes, and there might be more ways to gain additional Trade Routes.



Community content is available under CC BY-NC-SA 3.0 unless otherwise noted.