Modes
Heroes & Legends
Industries, Monopolies & Corporations
Tech and Civic Shuffle Mode
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
Cities
Introduction
How to Build Cities
Where to Construct Cities
Growth
Food
Housing
Water
Districts
Neighborhoods and Appeal
Buildings
Wonders
The Palace
Citizens
Happiness
Amenity Sources
Specialists
Combat
Introduction
Declaring War
War Weariness
Warmongering
Ending a War
Unit Combat Statistics
Line of Sight
Combat Bonuses
Experience and Promotions
City Combat
Conquering a City
Formations
Pillaging
Faith and Religion
Introduction
Earning Faith
Pantheons
Great Prophets
Founding Your Religion
Religious Units and Pressure
Theological Combat
Diplomacy
Introduction
Diplomacy with Civilizations
Diplomatic Relationships
Trade, Demand, and Discuss
Delegations and Embassies
Open Borders
Research Agreements
Defensive Pact
Joint War
Territory
Casus Belli
Agendas
Diplomatic Visibility and Gossip
Spies and Espionage
Trade
Introduction
Increasing Trade Routes
Trade Range
Trading Posts
Yields for Trade Route Owner
Yields for Cities on Route
Tourism
Introduction
Great Works, Relics, and Artifacts
Themes and Theming
Seaside Resorts
National Parks
Cultural Dominance


Trade Route between that city and another city that is in range, as long as none of your
Trade Routes are already going there (for example, if I already have a
Trade Route to the city of Athens, I cannot send a second one there), and the player has not reached their maximum number of
Trade Routes.
Trade Route will last for at least 20 turns on Standard game speed. The Trader unit will move automatically along its path for the duration of the route, but will not finish the route until it has returned to the origin city's tile. When on an active route, the Trader unit will disregard terrain restrictions and move 1 tile every turn, placing a Road as it moves. Don't forget to protect your Trader from Barbarians or hostile civilizations, as it is vulnerable to pillaging.
Trade Route's duration, you will have the option of renewing the previous
Trade Route, assigning a new
Trade Route from the current city, or reassigning the Trader to a new city.
Trade Route between that city and another city that is in range, as long as none of your
Trade Routes are already going there (for example, if I already have a
Trade Route to the city of Athens, I cannot send a second one there), and the player has not reached their maximum number of
Trade Routes.
Trade Route will last for at least 20 turns on Standard game speed. The Trader unit will move automatically along its path for the duration of the route, but will not finish the route until it has returned to the origin city's tile. When on an active route, the Trader unit will disregard terrain restrictions and move 1 tile every turn, placing a Road as it moves. Don't forget to protect your Trader from Barbarians or hostile civilizations, as it is vulnerable to pillaging.
Trade Route's duration, you will have the option of renewing the previous
Trade Route, assigning a new
Trade Route from the current city, or reassigning the Trader to a new city.