Sid Meier's Civilization VI

Sid Meier's Civilization VI

View Stats:
swfc_dan Jun 5, 2020 @ 11:46am
Trade route religious pressure
Playing as Gandhi and aiming for a religious victory. Already had a CIV suprise war me due to converting too many of their cities, so I'm going to try spreading via trade route now. I notice Gandhi has +100% for it too.

When trading with them I do now see +2 of my religion going to them. WHat exactly does 2 mean though? Can I increase that further by any means? Does trading to them from my holy city increase it further? Should I keep trading with that same city until it converts, and then switch to another.

Also I've not yet figured out how to do overseas trade routes, I'd like to start spreading via those now too. Is there a tech/civic I need to unlock to allow it, and any way to make it faster for long distances?
< >
Showing 1-5 of 5 comments
Aachen Jun 5, 2020 @ 12:05pm 
Pressure from trade routes and nearby cities is far too weak to effectively flip cities to your religion.
Last edited by Aachen; Jun 5, 2020 @ 12:05pm
Bound King Jun 5, 2020 @ 12:08pm 
Spreading via trade routes is way too weak, if someone is getting hostile towards you for converting their cities I would save them for last if you have little to no military, that way by the time they decide to do something about it you've already won.
gimmethegepgun Jun 5, 2020 @ 2:26pm 
The +2 means that the city is receiving 2 religious pressure per turn due to the route.

The problem is that each charge of a Missionary is +200 if they're at full health. Passive flipping just plain isn't good enough to flip someone trying to keep their own religion in place.
Synavix Jun 5, 2020 @ 2:48pm 
Originally posted by swfc_dan:
Also I've not yet figured out how to do overseas trade routes, I'd like to start spreading via those now too. Is there a tech/civic I need to unlock to allow it, and any way to make it faster for long distances?

Sea trade routes work the same as land routes, and the same trade unit will even switch back and forth between the two if needed. Trade routes are much more convenient than they were in 5. But in order for a trade unit to go onto a coast tile it needs either a coastal city or a harbor to use as an "access" point. Celestial Navagation (harbor tech) is needed to allow them on shallow water, and Cartography (caravel tech) is needed for ocean tiles. Sea routes can also travel twice as far (land routes have a base distance of 15, sea is 30).

There is no way to speed up trade routes; they'll always move 1 tile per turn. In the late game you can build mountain tunnels and canals (which also increase gold income for routes that pass over them) to make the distance shorter, but all trade routes have a minimum number of turns that needs to pass before they'll "complete". If that minimum number hasn't finished yet they'll just repeat the same route multiple times.

You can increase the distance trade routes can travel by completing routes to other cities and establishing "trade posts", which effectively reset the max distance they can travel for each one they pass through (and also give +1 gold each).
swfc_dan Jun 6, 2020 @ 11:56am 
Thanks for the replies. Gandhi's +100% RP from trade routes seems extremely disappointing then. Why didn't they give him something more meaningful for religion?
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Jun 5, 2020 @ 11:46am
Posts: 5