It's called the Silkroad Merchant. This is how it works. When a unit is created, the player can assign a paricular resource to the unit. The resource assigned will not be available for other purposes.
The unit then must travel to another city at least 10 turns away. If it makes the trip, a trade route is estabished. The player gets a number of trade arrows in the city where the Merchant originated. Futhermore, a number of bonus points equal to the number of trade arrows are generated, which are to be split evenly between culture and science to simulate the exchange of ideas and culture between two distant cities.
The culture points are accumlated by the city where the Merchant originated as if it has an additional source for culture. The science points can be accumlated over the turns and used for civ advance researches.
If the Merchant is destroyed before it reaches a proper destination, the resource assigned to it becomes available for other uses.
The unit then must travel to another city at least 10 turns away. If it makes the trip, a trade route is estabished. The player gets a number of trade arrows in the city where the Merchant originated. Futhermore, a number of bonus points equal to the number of trade arrows are generated, which are to be split evenly between culture and science to simulate the exchange of ideas and culture between two distant cities.
The culture points are accumlated by the city where the Merchant originated as if it has an additional source for culture. The science points can be accumlated over the turns and used for civ advance researches.
If the Merchant is destroyed before it reaches a proper destination, the resource assigned to it becomes available for other uses.
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