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|name = Market
 
|name = Market
 
|era = Classical
 
|era = Classical
|cost = 105
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|cost = 120
 
|maintenance =
 
|maintenance =
 
|reqtech = Currency
 
|reqtech = Currency
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|numspecialists =
 
|numspecialists =
 
|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
|district = Commercial Hub}}
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|district = Commercial Hub
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|uniquevariants = Sukiennice,Polish
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}}
   
The '''Market''' is a basic economic [[Buildings (Civ6)|building]] of the [[Classical Era (Civ6)|Classical]] era in ''[[Civilization VI]]''. It is built in the {{Link6|Commercial Hub}}.
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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]])
** +3 {{Gold6}}
 
 
** +1 {{CitizenIcon6}} Citizen slot
 
** +1 {{CitizenIcon6}} Citizen slot
** +1 {{MerchantIcon6}} {{Link6|Great Merchant}} point per turn
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** +1 {{Merchant6}} point per turn.
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**{{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==
== 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.
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

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The Market is a basic economic building in Civilization VI. It is built in the Commercial Hub district (or one of its replacements).

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 Envoy Envoys gives an additional +4 Gold 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 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.

Civilization VI Buildings [edit]
City Center Buildings PalaceGranaryMonument (Old God Obelisk3) • Water Mill (Palgum1) • Ancient WallsMedieval WallsRenaissance Walls (Tsikhe R&F-Only) • SewerFlood Barrier GS-OnlyFortress2Headquarters2Nilometer2
Campus Buildings LibraryUniversity (Alchemical Society3MadrasaNavigation School1) • Research Lab
Theater Square Buildings Amphitheater (Marae GS-Only) • Archaeological MuseumArt MuseumBroadcast Center (Film Studio)
Holy Site Buildings Shrine (Gifts of the Nile Shrine2) • Temple (Prasat1Stave Church) • CathedralDar-e MehrGurdwaraMeeting HouseMosquePagodaStupaSynagogueWatObelisk2Temple to Amun2Orthodox Church2
Encampment Buildings Barracks (Basilikoi Paides1) • Stable (Ordu R&F-Only) • ArmoryMilitary Academy
Commercial Hub Buildings Market (Sukiennice1) • Bank (Gilded Vault3Grand Bazaar GS-Only) • Stock ExchangeGuildhall2
Harbor Buildings LighthouseShipyardSeaport
Industrial Zone Buildings WorkshopFactory (Electronics Factory) • Power PlantCoal Power Plant GS-OnlyOil Power Plant GS-OnlyNuclear Power Plant GS-Only
Preserve1 Buildings Grove1Sanctuary1
Entertainment Complex Buildings Arena (Tlachtli) • Zoo (Thermal Bath GS-Only) • Stadium
Water Park R&F-Only Buildings Ferris Wheel R&F-OnlyAquarium R&F-OnlyAquatics Center R&F-Only
Neighborhood Buildings Food Market R&F-OnlyShopping Mall R&F-Only
Dam GS-Only Building Hydroelectric Dam GS-Only
Aerodrome Buildings HangarAirport
Government Plaza R&F-Only Buildings Ancestral Hall R&F-OnlyAudience Chamber R&F-OnlyWarlord's Throne R&F-OnlyForeign Ministry R&F-OnlyGrand Master's Chapel R&F-OnlyIntelligence Agency R&F-OnlyQueen's Bibliotheque GS-OnlyNational History Museum R&F-OnlyRoyal Society R&F-OnlyWar Department R&F-Only
Diplomatic Quarter1 Buildings Consulate1Chancery1
Walled Quarter2 Buildings Keep2Mass Grave2Plague Hospital2
1 Requires DLC2 Specific scenarios only • 3 Secret Societies mode only

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.