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|name = Market |
|name = Market |
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|era = Classical |
|era = Classical |
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− | |cost = |
+ | |cost = 120 |
|maintenance = |
|maintenance = |
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|reqtech = Currency |
|reqtech = Currency |
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|numspecialists = |
|numspecialists = |
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|effect = +3 {{Gold6}} <br> +1 {{CitizenIcon6}} Citizen slot <br> +1 {{MerchantIcon6}} {{Link6|Great Merchant}} point per turn |
|effect = +3 {{Gold6}} <br> +1 {{CitizenIcon6}} Citizen slot <br> +1 {{MerchantIcon6}} {{Link6|Great Merchant}} point per turn |
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− | |district = Commercial Hub |
+ | |district = Commercial Hub |
+ | |uniquevariants = Sukiennice,Polish |
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+ | }} |
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− | The '''Market''' is a basic |
+ | The '''Market''' is a basic [[Gold (currency) (Civ6)|economic]] [[Buildings (Civ6)|building]] in ''[[Civilization VI]]''. It is built in the {{Link6|Commercial Hub}} {{Link6|district}} (or one of its replacements). |
* Effects: |
* Effects: |
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+ | ** +3 {{Gold6}} (boosted by [[Free Market (Civ6)|Free Market]] [[Policy Cards (Civ6)|Policy Card]]) |
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− | ** +3 {{Gold6}} |
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** +1 {{CitizenIcon6}} Citizen slot |
** +1 {{CitizenIcon6}} Citizen slot |
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− | ** +1 {{ |
+ | ** +1 {{Merchant6}} point per turn. |
+ | **{{R&F}} +4 {{Gold6}} with each Trade [[City-state (Civ6)|City-States]] with 3 {{Envoy6}} (Turns into +2 {{Gold6}} with each Trade City-States with 3 {{Envoy6}} in {{GS}} and +2 {{Gold6}} with each Trade City-States with 1 {{Envoy6}} in [[Ethiopia Pack (Civ6)|Ethiopia Pack]]). |
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+ | **{{R&F}} +1 {{TradeRoute6}} capacity if this city doesn't have a {{Link6|Lighthouse}}. |
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+ | ==Strategy== |
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− | == Historical Context == |
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+ | In ''[[Civilization VI: Rise and Fall|Rise and Fall]]'', the Market is an invaluable component for both your infrastructure and wealth, because it allows one more [[Trader (Civ6)|Trader]] to be trained. Be aware that this doesn't occur if you've already built a Lighthouse in the [[Harbor (Civ6)|Harbor]] district in the same city. Furthermore, each trade [[City-state (Civ6)|city-state]] with 3 or more {{Envoy6}}s gives an additional +4 {{Gold6}} in each Market. |
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− | Whether called a souk (Arabic), bazaar (Persian), mercado (Spanish) or palengke (Filipino), markets have been around since farmers had surpluses and tradesmen had wares to sell to townsfolk. While primitive markets may have operated on a barter system, it was the coming of writing and coinage that made markets profitable and, indeed, indispensable to civilization. Markets were located in towns, both transport hubs and centers of consumption, even when the latter were off the beaten track. Marketplaces in Thebes, Babylon, Athens, Rome, Bangkok, Marrakech, London, Delhi, in all places and all times, offered the exotic, innovative and everyday for sale. Their shape and style may differ dramatically – floating markets, indoor markets, street markets, night markets, market squares, ad infinitum – but the intent is the same: to make a profit for the stallholders. |
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+ | |||
+ | The [[Great Zimbabwe (Civ6)|Great Zimbabwe]] [[Wonder (Civ6)|wonder]] must be built adjacent to a Commercial Hub with a Market. |
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+ | |||
+ | The [[Great Merchant (Civ6)|Great Merchant]] [[Giovanni de' Medici (Civ6)|Giovanni de' Medici]] can be used to instantly build a Market and a [[Bank (Civ6)|Bank]] in a Commercial Hub. |
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+ | |||
+ | Building 2 Markets is the {{Inspiration6}} for the [[Guilds (Civ6)|Guilds]] [[Civic (Civ6)|civic]]. |
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+ | |||
+ | == Civilopedia entry == |
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+ | {{/Civilopedia}} |
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+ | |||
+ | {{Buildings (Civ6)}} |
Revision as of 15:46, 7 January 2022
The Market is a basic economic building in Civilization VI. It is built in the Commercial Hub district (or one of its replacements).
- Effects:
- +3 Gold (boosted by Free Market Policy Card)
- +1 Citizen slot
- +1 Great Merchant point per turn.
- +4 Gold with each Trade City-States with 3 Envoy (Turns into +2 Gold with each Trade City-States with 3 Envoy in and +2 Gold with each Trade City-States with 1 Envoy in Ethiopia Pack).
- +1 Trade Route capacity if this city doesn't have a Lighthouse.
Strategy
In Rise and Fall, the Market is an invaluable component for both your infrastructure and wealth, because it allows one more Trader to be trained. Be aware that this doesn't occur if you've already built a Lighthouse in the Harbor district in the same city. Furthermore, each trade city-state with 3 or more Envoys gives an additional +4 Gold in each Market.
The Great Zimbabwe wonder must be built adjacent to a Commercial Hub with a Market.
The Great Merchant Giovanni de' Medici can be used to instantly build a Market and a Bank in a Commercial Hub.
Building 2 Markets is the Inspiration for the Guilds civic.
Civilopedia entry
Whether called a souk (Arabic), bazaar (Persian), mercado (Spanish) or palengke (Filipino), markets have been around since farmers had surpluses and tradesmen had wares to sell to townsfolk. While primitive markets may have operated on a barter system, it was the coming of writing and coinage that made markets profitable and, indeed, indispensable to civilization. Markets were located in towns, both transport hubs and centers of consumption, even when the latter were off the beaten track. Marketplaces in Thebes, Babylon, Athens, Rome, Bangkok, Marrakech, London, Delhi, in all places and all times, offered the exotic, innovative and everyday for sale. Their shape and style may differ dramatically – floating markets, indoor markets, street markets, night markets, market squares, ad infinitum – but the intent is the same: to make a profit for the stallholders.