(Civ 6) 5 HUGE Tips You Don't Know About In Civilization 6 || Guide For Civilization 6

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Civilization 6 has traders which give yields in civ 6. This guide for traders in civilization 6 are good but these are some tips for civ 6. 5 Trader tips for civ 6 in this guide for civilization 6. Tips for civilization vi / guide for civ vi

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00:00 Intro
00:28 Why Trade Routes Suck Early Game
02:13 Why Magnus Is KEY For Trade Routes
03:46 The Strategic Use Trade Routes
05:45 The ONE Purpose For Traders In The Late Game
07:36 The IMPORTANCE Of Great Merchants
11:20 Bonus Tip
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To me the importance of early trade routes is not so much what you get in trade, it's getting those roads made so my troops can move quickly throughout my empire.

markadams
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A tip based on what I did when starting out: dont send a trade rout to a civ if they have a good military. Dont make it easier for them to rush you. I know the AI isnt too smart and doesnt use roads as efficiently as possible, but they do use them

alexz
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Clever name change on the video. I wasn't interested in it earlier when it popped up and said something about trade routes. Now when it popped up I clicked it asap hahaha

jadoncochrane
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I usually want the trade route for the road more than any other benefit early. Having said that, in any new city that has only a couple of production, 1 more is not bad either.
Of course I play a very different game of Civ to the OP, so *shrugs*

nzcamel
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Another thing i would like to add, Mongolia is the only exception to this rule. Sending trade routes is integral of getting diplomatic visibility which in turn give you free +6 combat strength when going up against civ with 1 level less than you are

haziqfarhan
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I don't mind buying an early trader. I use Magnus in a city, usually the capital to pump out settlers, and I send my traders to my cities, and direct the routes to the city with magnus. This builds roads between your city which can be really useful. It helps the city build a monument faster too.

flipneleanor
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About great merchants, there are two that give you +25% extra tourism on trade routes, if you are aiming for culture victory, you should really try to get these.

Cyberlisk
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This is why I will never be a good Civ player. I KNOW you are right. But I just love so much watching those traders traveling, creating roads, making world more alive. Is it efficient? Hell no. Is it giving me joy? Hell yeah :D

MK-yzpr
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I hate it when you want to use a trader to build a strategic road, but since there's a sea route alternative, the land option is off the table. Not a problem if you ignore the seafaring tech, but still a pain from time to time.

toms
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Just wanted to point out that this video's editing is SO much better than some of the previous ones! You slowed down your speech and you reduced the memes to a perfect amount. Good work! Very insightful.

JuliPlaysOfficial
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Typically, I just use early trade routes to build roads between my cities.

The extra Food might not seem like much, but it does get your new cities to higher pop levels that much quicker, which means more tiles to work, which adds up until you run out of housing. Two unimproved tiles usually beat 1 improved tile.

And the extra Production can really help get that Monument up that much faster, which means more territory faster.

They're also a 1 time investment (in the early game) because you can't (typically) build more than 1 Trade Route, whereas you'll always need more Builders, so once you've got that Trade Route out of the way, you can focus your build queue on Builders, which can also reach your frontier cities that much faster, thanks to the roads you've built.

Their biggest flaw, imo, is that they simply take too long to become available again, since they need to make the trip to and from their destination several times before finishing. If Trade Routes became available the moment they returned to their origin city, they'd be vastly more powerful in the early game.

Remember that improved tiles are useless if you don't have a pop working it (luxury resources notwithstanding), so if your brand new city has a 1 Food 3 Production tile, its not going to be growing for a couple of turns, meaning any tile you improve in that city is just a wasted Builder charge (at the moment). Tile improvements are only really valuable in new cities if your city has insane growth, like a Sugar floodplain tile or something.

LAZERAKV
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You're wrong on the traders. To start with, sending them to city states can give envoys, sending them to other civs can improve diplomatic relations and prevent a war, and they are the only way to build roads early on.

But the main thing about trade routes is that you have to invest in them. As the eras progress, it takes longer to establish trading posts, so getting a few established early will dramatically expand your trading options and increase your yields from the routes.

Trade routes pay themselves off very quickly. They should be invested in as early as possible. If you never establish trade routes, then you'll unlock civil service, excitedly make an alliance, and then not be able to take advantage of the juicy science yields from the trade routes back and forth with your new ally.

joelpierce
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Trade routes are super useful early on with city states, if you can secure an early city state, those benefits are well worth the trader investment. They also allow you to build roads for free, either for exploration or conquest.

moscowcowboy_
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I have had a city completely in the desert that I've made rich by using several trade routes for production, getting a workshop going, and then getting Petra as early as possible. Boom - from the worst city ever to a nice city, then the traders can do other cool stuff elsewhere.

Traders are great, the question is how soon to get them out. Usually I have a harbor before I have a commercial hub, and I may or may not have built a trader by then (heavily influenced by whether a nearby and interesting city-state gives me a "send a trade route" quest).

dennisparslow
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That Genghis strat with TRs, +CS on DV and not accepting Delegation has never occurred to me. Good to know. I learn something new on every video.

evankimori
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Traders and economics have always been crucial to my game, especially domination. When I build up enough gold and maximize the policy and governer bonuses, then when I start a war with another civ, I just start buying my units instead of building them in the closest city, especially in any new city I capture in the war. My favorite domination leader has always been Hamarabi as I can jump up the tech tree super fast and overwhelm the other civs with superior units.

conorwellman
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I stopped building anything after watching your videos

bouncingseal
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I like trading with city states and later levying one of them.
I can use the levied army to defend my land in a pinch, but also, by buying them off, I don't have to march my own army past that city state, which can be slow and unpredictable thanks to the units being in the way.

Pasakoye
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If I meet a civ nearby I usually send them a trader asap for diplomatic visibility and increase of combat strenght for upcoming war. Roads also reduce time for tile improvement

Krautchannel
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early game i will send traders out as far as they can go. Roads. If i meet someone then this is usually the best route for value. Frequently i have an envoy quest to a city state and so that's where the route goes.
Once i get Magnus up to capitol offering food then almost everything come into the capitol. frequently new towns getting a trader as soon as one comes available from the capitol and the commercial district being a high priority in the new town.
Basically.... it's get trade going as fast as possible in new towns once you get to this point.
A new town frequently features a defender, a builder and a trader within a few turns of founding. Allowing the new town to focus on watermills and then trade.

MPlain