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Edit: NM, it just happened, lol. Thanks everyone anyways.
Make sure when you are committing one, its what you want/need. You cannot cancel or move a trader once its route is established.
It can be annoying if you send 3 ships to a civ, and they go to war and plunder them all.
That is why if you are trading with people (especially online) make sure you get mutual ships. So they can't just attack you without conesequence (as soon as ship hits city at war, its plundered).
1. You can't stop a trade route before it's duration is finished. The only way it would end early is if war is declared or its sacked by another player.
2. The food/production/gold that are produced and given via trade routes don't come out of the cities they come from, but are created from thin air. There isn't a reason why you wouldn't want to ship food from city to city unless you have better trade routes to make.
A trade route between you and another Civ/City State will list the gold/science you're getting and the religious pressure you're putting out on them, and then the next listing of things will be the gold/science they're getting and then the religious pressure they're putting onto you.
You aren't losing any gold per turn or science per turn by making one of these, as those two things are just essentially being made from the air.
If you have a trade route between 2 of your own cities, the food or production you're shipping only benefits the city that it's traveling to. But again, the food/production being generated by the trade route isn't being taken from one city and moved to another, but is being generated by that trade route with no negative consequence for the original city that the trade route came from.