Factors that influence tradeEdit
- Superhighways - increase the trade arrows produced on all tiles with roads or railroads within a City's radius by 50%.
- Roads - Increase Trade on Deserts, Plains, and Grasslands
- Trade routes
- The governments Democracies and Republics gain trade bonuses
- The Colossus adds +1 trade in any square that already is producing trade in that city.
- Main article: Corruption (Civ2)
Corruption Depending on a player's government and the city's distance from a player's capital, corruption may take away trade points a city may have produced.
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Science. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.
Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.
|Civilization II |
|Conflicts in Civilization • Fantastic Worlds • Test of Time†|
Attitude (Civil disorder, We Love the King Day) • City (Capital) • Combat • Difficulty level • Espionage • Food • Gold • High Council • Luxuries • Odeo year • Pollution • Production • Reputation • Science • Spaceship • Specialists • Tax Rate • Trade • Trade route
|†Standalone remake with different graphics, units, etc|