Originally posted by Solver
They appear similarly, but you must have Open Borders for that. Closed borders = no trade routes with that civ. That is the biggest incetive to sign Open Borders, really. That, and the relations boost it gives you.
The Mercantilism civic shuts down all foreign trade routes. It's another of the civics that I really like. My favorite civics (not neccessarily to run, but as a concept) are the ones that have both an upside and a downside, like Mercantilism here. When I discover the tech for it, I always sit and ponder whether I want to switch or not.
They appear similarly, but you must have Open Borders for that. Closed borders = no trade routes with that civ. That is the biggest incetive to sign Open Borders, really. That, and the relations boost it gives you.
The Mercantilism civic shuts down all foreign trade routes. It's another of the civics that I really like. My favorite civics (not neccessarily to run, but as a concept) are the ones that have both an upside and a downside, like Mercantilism here. When I discover the tech for it, I always sit and ponder whether I want to switch or not.
How many shields does the engineer produce anyway?
And is specialist production increased by Libraries, Forges, Theaters and Organized Religion?
Originally posted by Solver
Each city will automatically create trade routes where most profitable. The number of trade routes depends on several factors. Early in the game, a likely scenario is this: you found a second city that is connected to your first. Both cities have a +1 trade route, but the new city increases maintenance by 3, so you have -1 net.
Each city will automatically create trade routes where most profitable. The number of trade routes depends on several factors. Early in the game, a likely scenario is this: you found a second city that is connected to your first. Both cities have a +1 trade route, but the new city increases maintenance by 3, so you have -1 net.
Yin, where are you? Want some Ketchup?
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