

Once the origin city has a Granary, it can send food to the destination city, and once it has a Workshop it can send production. Trade routes can also be created between two cities of the same civilization. Additionally, other systems hitch a ride on trade routes, like religious pressure, science (science can be gained from more advanced civilization this way), Tourism bonuses, and more. Although both parties gain gold from the route, the civilization that the trade route originates from gets a larger sum of gold than the destination civilization.

How are International Trade Routes formed?įiraxis: Trade Routes are established between two cities of different civilizations using trade route units like the Caravan or Cargo Ship. And trade routes expand into other areas of the game, with science, religion and culture also taking a trip on your caravans. Not only can you send goods to other civilisations, but also to other cities within your own empire - sending aid to cities that are lacking the raw resources.

The other big change is the introduction of international trade routes, letting you spread your cities' produce by land and sea. You'll also have access to archaeologists to investigate ancient battle grounds and ruined cities for rare artifacts. Here you must spread your culture far and wide, using Great Writers, Artists and Musicians to create masterpieces that will prove your dominance in the arts. It sounds like a more active prospect than the Cultural Victory path. Speaking of victory conditions, there's a new one: Culture Victory. Firaxis say this will also provide a new path to the Diplomatic Victory. Of course, ideology will only be a small part of a nation's decision: vote trading and intrigue are both required for a successful resolution.

A World Congress will let you create and vote on resolutions - imposing trade sanctions on rogue nations, capping resource usage, electing a host for the "World Games", and setting rules for the use of nuclear weapons.
