Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

View Stats:
Finarfin Dec 14, 2016 @ 6:03pm
Trade Capacity
How do you increase your trade capacity? I build Trade Depots which tells me that the base now has a trade route available but my capacity is still at 3 of 3.
< >
Showing 1-9 of 9 comments
Gonzo_o0 Dec 15, 2016 @ 1:58am 
iirc, the rule is 1 trade route/depot/city plus one more every 10 pop/city, i.e. 2 at 10 pop, 3 at 20, and so on. routes are not tallied globally but per city.
Finarfin Dec 15, 2016 @ 5:35am 
So it's not the amount of Trade Depots you have but the populations of your cities?
Gonzo_o0 Dec 15, 2016 @ 6:28pm 
Wiki: "The number of trade routes available increases with the city's population: 10, 22, 34, 48, 62, 78, 94, 112, etc. (every second plus add another 2 turns)."
So i made a little mistake but it was fairly close anyways. And you still need a Trade Depot if i'm not mistaken.

Again, that`s per city, not global. You need to assign trade units specifically to the cities with open trade routes. So when city 1 is at 2/2 trade routes (visible within the city screen) and you are prompted that another trade route is available, it's probably in city 2 or 3 or w/e. You can cycle through the city screens to quickly check or open the Trade Route Overview (bottom-right of the UI) window to get the info.
Finarfin Dec 16, 2016 @ 8:42am 
I'm still a bit confused. I have about a dozen cities all with trade depots, yet I still only have 5 trade routes. Some of the cities are over size 10 giving more than 1 just by themselves. Maybe I'm just misunderstanding how a city's initial trade route gets created.
Gonzo_o0 Dec 16, 2016 @ 9:26am 
It may be the behavior of a specific mod you have enabled that changes the trade mechanics. The way you describe it, it looks like Civ 5 behavior. Just to make sure, you did produce trade units to fill those slots, correct?
Finarfin Dec 16, 2016 @ 9:45am 
Yes. I have active trade convoys for all 5 available slots. I guess it could be the major overhaul mod I'm using, but I don't think it addressed any trade behavior.
Ryika Dec 16, 2016 @ 4:01pm 
If you're talking about Codex, then yes. It's a resource implemented by my mod.

Trade Capacity is a Resource that globally limits the amount of Trade Routes you can have, while Trade Route Slots (the vanilla thing) is a Resource that limits the amount of Trade Routes each city can maintain.

You're not expected to have enough Trade capacity to use all Local Trade Route slots you have available, instead, use trade routes where they're needed the most.

More Trade Capacity can be gained in a number of ways, including a Policy (or two, don't quite remember), some National Wonders (Central Trade Hub), and some buildings, most notably probably the Avatar, a building that has a Purity-Requirement but no local requirements, allowing Purity-Focused empires to get an extra Trade Route per city with some investment.

Every city that you specialize as a Power Grid will also increase your Trade Capacity by 1.
Finarfin Dec 16, 2016 @ 9:59pm 
Thanks, Ryika, for the input. It all makes sense now. Great mod by the way!
Last edited by Finarfin; Dec 16, 2016 @ 9:59pm
Gonzo_o0 Dec 16, 2016 @ 10:12pm 
Thanks for the clarification Ryika.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Dec 14, 2016 @ 6:03pm
Posts: 9