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Trade is an Ancient-era advance in Civilization II. It is available with Code of Laws and Currency, and enables Banking and Medicine, the Caravan unit, and the Marco Polo's Embassy Wonder.
Knowledge of Trade enables access to commodities in the City Screen and Trade Advisor, allowing the player to plan trade routes.
Civilopedia entry[]
One of the oldest and most widespread social institutions is the exchange of goods, or trade. Most ancient trade consisted of barter, where two traders would exchange goods with one another. The widespread practice of trade allowed civilizations to exchange raw materials and goods which they had in abundance or could easily produce, for items that were rare or nonexistent in their geographic region. The introduction of regulated currency that could be exchanged for items resulted in easier, more convenient trade. Merchants soon roamed the world, connecting different lands with webs of economic interdependence. In addition to goods and profits, traders also brought back tales and technology from these foreign lands. Well-traveled traders like Marco Polo were among the most learned sources on the cultures and traditions of foreign lands.
Tech Tree[]
Modding[]
Trade is defined at Line 85 in the @CIVILIZE section of Rules.txt. Civilizations possessing Trade can access supply and demand in the city screen, Trade Advisor, and when selecting foreign cities. Note that Trade is not required to build or use trade units; the Supply and Demand menu is always accessible when assigning the unit's commodity.
The tutorial popup issued after discovering Trade is defined at @TRADE in Tutorial.txt.
Advances in Civilization II [edit] | ||
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Era | Type | Advances |
Ancient | ||
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Renaissance | ||
Industrial | ||
Modern | ||
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