Civ Beyond Earth Trade Route Slots

  

Saudi Arabiaciv 5 cargo ship not working24 Oct 2014 .. As title asks, i want to see my trade overview, but the only way i can figure out how to access it is when i have a 'route to' option on a caravan. .. But you can't see which cities that have free slots without clicking the 'rebase trade unit' button. .. Shows you how many you have out of how many are beyond earth trade route slots available.Morocco

Nov 03, 2015  I've set up plenty of trade routes and I know there is a limit of 1 trade route per city, and 2 once they reach lv 10 and so on. But now all of a sudden I can't establish more trade routes for some reason. I have one city with 1/2 trade routes used and two new cities with trade depots who has 0/1 trade routes.

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Plan it As Soon As Possible: Trade Routes in Civilization Beyond Earth is Essential if You Want To Win

In Civilization: Beyond Earth the trading system is in my opinion, a bit too straightforward. It is a basic pick that city go there kind of action. I was expecting some game play in economics or mechanics maybe I can refuse some trade routes or go attack a convoy or steal some from it or ask to pay a passing toll. I am still looking forward for improvements.

Speed of growth is the key and you should start to plan for trading in turn number 1. Trading do provide a constant stream of exchange between cities and there are some strategies in your choices and types.

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Joined: May 30, 2011 Messages: 8,082 Location: Near Portsmouth, UK There is a lot of information in the table for each trade route
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All my Civ:V mods can be downloaded from http://www.picknmixmods.com/ . My Civ:BE mods can be downloaded here . If you want to incorporate (parts of) my mods into your own mod(s), please read this first Logging Attach mod File attributes UI Tutorials My Changes Mod DDS Basics Custom Game DLL Tutorials My DLL Source Unit Art Files Civ XML Files whoward69 , Jun 23, 2014 #5(You must log in or sign up to reply here.) Show Ignored Content

Types of trading Edit How do you see your trade overview with out having a free caravan ..

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Late game Edit

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Not much changes in late game trading, compared to the middle game, except the scope of your trading activities. You will have access to considerably more resources (although you will also need considerably more), your Trade Routes should now be able to span entire continents and oceans and connect to cities halfway across the globe. At this point a single Trade Route may net you as much as 30 or more per turn, and often a single Trade Route may mean the difference between a positive and negative gold flow, so consider well the wars you start, and try to diversify your trading partners so as not to risk losing large chunks of your income when somebody declares war to you unexpectedly and plunders your trade routes. Fortunately, at this point it's not difficult to replace lost Trade Units.

Another major concern in the late game becomes the World congress , and the attempts of your enemies to hit your trading via Embargo resolutions. They can Embargo your civilization, so that you can't form Trade Routes with other civilizations (and vice-versa), or they can embargo City-States (so no Trade Routes with City-States), or a particular Luxury resource important to your trade. Be wary of every proposal, and when you see somebody's trying to cut off your income, fight back by forming a diplomatic alliance to shoot down the proposal. This will involve sending Diplomats to other nations and negotiating their support in the upcoming vote in the Congress. You may also wish to negotiate support for other Resolutions that will benefit you, which will involve more Trading. All in all, Trading Deals become very important in the end game, not because of the money they provide, but more because of resources and diplomatic support in the Congress.

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#3 iceracer

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Posted 06 April 2015 - 08:54 PM

Thanks for the info. Actually am quite in touch with the scale world as I currently race hardbody 1/24 cars with foam tires and metal chassis. We run foam tires on the latex track dry and the cars run really well, although they do give up a little over the course of the longer events.

Most of us that will be using it favour the sponge tires over the silicones and urethanes. I'd like to host 1/32 cars from time to time and if the track is all gummed up, it tends not to suit those plastic cars well it seems. For the latex track, we hve been using the Scale Auto brand tire cleaner with great success, it really softens the tire and does not leave a film on the track.

Terry Dalton
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#23 David1976#3 iceracer Civ 5 trade routes arrows 1 Dec 2008 .. IHSR is mostly routed, but there are 3 guys who are members in Alexandria .. If you're close you ought to try to hook up - we used to race every Monday .. Then paint the slot and then the surface of the track, wiping clean the ..civbeyondearthHow do Specialist Slots work? : civbeyondearth - Reddit

More about Trade Routes

Religious Pressure through Trade Routes When sent from Cities with a Majority religion, Trade Routes also spread that City's Religion, gradually converting its Citizens - so these Routes can be used strategically to send Pressure to a distant City and convert it to your own Religion. Learn more about this in the Converting Cities and Religious Pressure section of the Religion Guide. In short, because a City can only send one Route per destination City, you would need multiple Cities sending Routes to convert another City quickly. Religion Spreads naturally to Cities within a range of 10 tiles. Cities inside this range do not receive additional Pressure from Trade Routes - a City can only send Pressure by one method - either the natural way (within 10 Tiles), or with a Trade Route (outside 10 tiles). An Enhancer belief can extend this range to 13 tiles.

Trade Routes & Cultural Victory Trade Routes play two roles in Cultural Victory . First, they give a +25% Modifier to the Tourism sent to another Civ. Second, they help to spread your Religion, which gives another 25% Modifier. The third Modifier is Open Borders. These can be raised to 40% each with Aesthetics .

Declarations of War cause Trade Routes to be Canceled When a Nation Declares War on another, all Trade Routes between them are cancelled, and the Units lost. There is no gold gain from this, and you will have to rebuild them. It is best to Plunder Trade Routes between the Civ you want to DoW as the act which starts the war, so that you can gain some gold from the action.

Plundering Trade Routes from Enemies to other Civs during War Enemy Caravans/Cargo Ships will automatically plot routes around your units, treating them as barbarians and avoiding conflict. If you stand on the path and intercept it, you'll automatically plunder the Route when the turn is ended. Otherwise, if you see a Caravan and can move atop it, you will have the Plunder Trade Route option. Doing this to a Civ that is trading with your enemy would drag them into the War, for plundering constitutes and act of War. There doesn't seem to be any drawback to plundering a Civ's Trade Routes when you're already at War, despite the fact that Civs should be angered by this given they are losing GPT from the loss of the incoming route.

Wonders that Unlock Additional Trade Route Slots There are two World Wonders that unlock additional Trade Route slots. Controlling both would have your maximum routes at 10. They are The Colossus (must be built in a Coastal City) and Petra (must be built in a City on or next to a Desert Tile. Both of these will give you an instant unit to initiate Trade - the Colossus gives a Cargo Ship, Petra a Caravan. The Colossus will give you +2 Gold for any Trade Routes other Civs send to you, while giving them +1. Petra makes Desert Cities much more liveable. Both of these are very desirable Wonders.

Social Policies and Ideological Tenets that Affect Trade Routes

  • Merchant Confederacy ( Patronage Policy) - +2 GPT for each Trade Route with City-States.
  • Wagon Trains ( Commerce Policy) - +2 GPT from all Land Trade Routes.
  • Treasure Fleets ( Exploration Policy) - +4 GPT from all Sea Trade Routes.
  • Economic Union ( Freedom Ideology ) - +3 GPT for all Trade Routes to other Civs following Freedom.
  • Treaty Organization ( Freedom Ideology ) - +4 Influence per turn for each City-State with whom you have a Trade Route.
  • Iron Curtain ( Order Ideology ) - 50% more Food/Production from Internal Trade Routes.

Civilizations Good at Trading

The following Civilizations' Leaders have Bonuses that give them a boost to Trade:

  • Arabia - Caravans gain +50% extended range. Land/sea trade routes spread the home city's religion at double effectiveness.
  • Germany - their Hanse Unique Building (Bank Replacement) will give +5% Production to all Cities for each Trade Route you have to City-States.
  • Iroquois - Units and Caravans move through forest/jungle in your territory as if they were roads. This means those 'roads' will slightly extend the range of their Land Trade Routes.
  • Morocco - +3 Gold and +1 Culture for each trade route with a different Civ/CS. Other Civs get +2 Gold for connecting to Moroccan Cities, encouraging them to send more Trade your way.
  • Portugal - Resource diversity grants double gold for Portugal in each trade route, which can amount to a lot of extra Gold.
  • Venice - Double the amount of max Trade Routes, depending on Tech level - Petra/Colossus also add +2 each instead of the usual +1.

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sivfan says...Is the range for sea routes just how far the target city is or is it the amount of tiles the ship has to travel?Admin: It is the number of tiles the ship has to travel. Certain situations, like having to go around a peninsula, can have a big impact on the range of your Cargo Ships. Reply Flag 5 17th June 2014 2:01pmJohn says...FYI the sidebar link to this page is 'http://www.carlsguides.com/stragegy/civilization5/empire/traderoutes.php' which is a broken link (stragegy -> strategy)Admin: Fixed, Thanks! Reply Flag 3 5th May 2014 9:07amMike says...How can I find out how many turns are left before a trade route expires? Reply Flag 3 1st November 2014 12:53amBen says...This is shown in the far right column in the first screen shot at the top. Reply Flag 1 21st January 2016 4:21pmAlan R says...Is it possible to change a Trade Route (from one destination to another) during the life of the Trade Route, or do you have to wait until it 'comes up for renewal' after it has run its term?Admin: It has to come up to renewal. Only wars really stop them - a city you trade with getting conquered by another empire will give you a chance to change to a new destination. Reply Flag 0 30th July 2014 4:38amFragproof says...Sometimes when I initiate a trade with another civ they are receiving almost as much gold as I am. The pop-up says it's from a building bonus. I'd like to attract more civs to create routes to my cities, but I don't know which buildings are giving such an enormous bonus.Admin: Markets, Bazaars, and the Caravansary off the top of my head. The national wonder East India Company has a big effect.Some wonders - mainly Colossus may also increase it. Without BNW I think Machu Picchu increases trade income. Reply Flag 0 23rd October 2015 9:00amkostas kaltsas says...A caravan appears in a land city (broken trade route due to war maybe , or the destination city is captured etc). Can i transfer this caravan to a costal city and turn it into a sea route??? i DONT think so , but then what do i do? Should i disband the caravan and build a costal cargo ship ? Reply Flag 0 30th January 2016 4:45pmPage 1 of 1

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Trade Routes Guide - Civilization: Beyond EarthHere I explain how trade routes work, and show you how to use and understand the trade route screen, including the arrows. This is new to Civilization Beyond Earth, and initially I overlooked it. However, it is essential to succeed in the game, and I'm sure you can't win consistently without using it.

Paint for track surface?

Started by iceracer , Apr 06 2015 08:11 PM
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#1 iceracer

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Posted 06 April 2015 - 08:11 PM

Hi there:

Hoping I can get an answer here. I'm in the midst of laying out a track. It will be MDF. There are 2 tracks I frequent in my area both have different surface finishes.

One has a matte latex painted surface, and no traction additives are allowed, well rather, your tires cannot leave any marks on a glass surface before they go on the track. The other is a traditional shiny urethane finish where we use lighter fluid and castor oil treatment for the tires, this track is very sticky from years of castor oil on it. I run foam tires on both tracks, having separate tires for each track.

While I like the grip the urethane offers, I want the 'scale appearance' the latex track offers.

If I finish the surface in a matte urethane, will it offer similar grip levels that our traditional glossy surface does?

Is it the surface sheen or the material that gives the grip?

My plan is to allow tire treatments, but the tires must not leave any residue on a glass surface before they go on the track.

I don't want to be spending all my time cleaning the track and braid.

Thanks.

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#2 Ramcatlarry

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Posted 06 April 2015 - 08:39 PM

Sounds like you have been out of touch with most of the model racing world for a while......

Homeset: Many wood tracks in 1/32 scale use the solid silicone or rubber tires common with Scalextric/Fly/Slot-it/SCX/Carrera. Our club favor the 'super tire' brand for consistency. Our club tracks are painted with a flat to semi-gloss chalkboard paint and cleaned with a painters tack rag. The silicones are then cleaned with naptha and lightly dressed with 'carmex'.... Foam tires can be used, but they dry out and usually need some track 'glue' as sold by camen or koford and is a bit thicker than castor oil. As an option, I used STP on occasion on the commercial glossy surface.

Commercial tracks: Painted with Acrylic latex epoxy or similar glossy floor enamels. Very impervious to chipping and chemical wear from cleaning with solvents. Usual traction glue is applied by spraying a mix of one small bottle of camen medium in a quart of naptha (well mixed ) and left to evaporate the solvent. Good for up to a month of weekly racing if the room is dust-free.

Bone dry tracks went out in the 1960's. Old style latex paints are porous enough to absorb the oils and chemically separate from the wood. ALWAYS prime the mdf with stainblocker that will soak into the wood (surface and slots) and then the glue for the braid will stick to the paint and not pull-up the wood when the braid moves around.

Larry D. Kelley, MA retired raceway owner... (for now) race directing around Chicago-land USRA 2017 member #404 USSCA member

Host 2006 ISRA/USA Great Lakes Slot Car Club member 60+ year pin Racing rail/slot cars in America

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#3 iceracer

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Posted 06 April 2015 - 08:54 PM

Thanks for the info. Actually am quite in touch with the scale world as I currently race hardbody 1/24 cars with foam tires and metal chassis. We run foam tires on the latex track dry and the cars run really well, although they do give up a little over the course of the longer events.

Most of us that will be using it favour the sponge tires over the silicones and urethanes. I'd like to host 1/32 cars from time to time and if the track is all gummed up, it tends not to suit those plastic cars well it seems. For the latex track, we hve been using the Scale Auto brand tire cleaner with great success, it really softens the tire and does not leave a film on the track.

Terry Dalton
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#4 Tony A.

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Posted 07 April 2015 - 03:55 AM

On my home track which is routed mdf i have used Suede effect paint and that provides good grip for all types of tyres

Tony Anderson
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#5 airhead

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Posted 07 April 2015 - 07:31 AM

Two to three coats of rustolem enamel ,dry well between coats, spray glue the corners. After 8 years of hard use and cleaning the paint has held up well,

I am now have to replace sections of worn out braide but the paint is holding up fine.

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#6 Mbloes

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Posted 09 April 2015 - 06:53 PM

Bone dry tracks went out in the 1960's.

I dunno Larry, bone dry tracks are very in at my house.

I think you will get a million different answers to this question so you just have to figure out what your goals are as far as tire selection, traction and track maintenance.

I know I didn't want to deal with glue in any way, shape or form. After reading a million different posts, I decided on a marine polyurethane finish made by a company called Interlux. My finish came out very bitchen and bulletproof, but it is very high gloss and sponge tires will not work on it.

After a little experimentation, I now use urethane tires made by Paul Gage (from Canada!) on all my cars. My track is 1/32 only and 45' (15 meters) long and these tires work well for my situation. And they are (gradually) laying down a rubber line so I've got to think that traction will only get better.

I also don't take my cars to other tracks to run so they are really set up for my track.

In retrospect, I probably would have made my finish 'flatter' (you can buy deglossing additive) as I think this would have given me better traction. But, otherwise, my tire / finish combo definitely works as-is.

Mike Bloes
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#7 Tim Neja

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Posted 12 April 2015 - 05:16 PM

Well on the track in my avatar--Bob Scott used a 'Varathane' finish as the final coat. It is glass smooth--but it does 'rubber up' quite well and maintained very good bite for many years without ever using any kind of glue. We ran all kinds of tires--urethane for the most part on the hard body 1/32 cars with some silicon's also--and foam tires on the retro and flexi cars! All worked well and the line could be seen very well once we had a few hundred laps down. To each his own--I'd NEVER use any glue--just not necessary to have great racing!!

She's real fine, my 409!!!
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Landing slot

From Wikipedia, the free encyclopedia Jump to navigation Jump to search

A landing slot , takeoff slot , or airport slot is a right granted by an airport owner which allows the slot holder to schedule a landing or departure during a specific time period.

Landing slots are allocated in accordance with guidelines set down by the IATA 's Worldwide Airport Slots Group. All airports worldwide are categorized as either Level 1 (Non-Coordinated Airport), Level 2 (Schedules Facilitated Airport), or Level 3 (Coordinated Airport).

As of summer 2017, a total of 123 airports in the world are Level 2 airports, and 177 are Level 3 airports. [1]

Allocated landing slots may have a commercial value and can be traded between airlines. Continental Airlines paid $ 209 million for four pairs of landing slots from GB Airways at London Heathrow Airport, .3m each. [2] The highest price paid for a pair of take-off and landing slots at Heathrow Airport was m, paid by Oman Air to Air France–KLM for a prized early morning arrival, reported in February 2016. A year before, American Airlines paid m to Scandinavian Airlines . [3]

1998BAAir UK415.63.9
2002BABA Connect5132.6
2002BASN Brussels727.53.9
2003BASWISS822.52.8
2003BAUnited2126
2004VirginFlybe4205
2004QantasFlybe22010
2006BABWIA155
2007BAMalev273.5
2007BABA7.3304.1
2007VirginAir Jamaica15.15.1
2007BMI77.77709.9
2007unknownAlitalia36722.3
2008ContinentalGB Airways/Alitalia/Air France4104.526.1
2013Deltaunknown230.815.4
2013EtihadJet346.215.4
Heathrow slot valuations [4] Year Buyer Seller daily slot pairs transaction (£M) slot value (£M)

As demand exceeds supply, slot trading became the main solution to enter Heathrow and transfers grew from 42 in 2000 to 526 in 2012 and over 10 years the average priced slot increased prices by £4 per passenger. [5]

If an airline does not use an allocation of slots (typically 80% usage over six months), it can lose the rights. Airlines may operate ghost or empty flights to preserve slot allocations. [6]

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Types of trading Edit

There are multiple types of trading in the game, all with different mechanics and ends. Learning how to activate and use each one is the key to economic success in the Civilization, so read carefully!

Domestic trading Edit

This refers to the natural exchange of goods within your own empire. The wise leaders have long understood that leaving the trade to flow free is the best way to both distribute goods across your empire, and to enrich the National Treasury, so domestic trading happens almost automatically. All the ruler needs to do is establish an infrastructural connection between the cities of the empire and the Capital - private traders then start using these connections to conduct their business. When a city gets connected to the trade network, a small icon will appear underneath its City banner to indicate this. For more information on the exact mechanics of opening domestic Trade Routes (AKA 'City connections'), read this article.

Domestic trade has several uses:

  1. Gold income . We can say that the state charges a fee for each trade transaction, which goes directly in the Treasury. So, the more trade among your cities, the more for you! The exact amount of per City Connection depends on the sizes ( Population) of both the city and the Capital; the larger - the better!
  2. Happiness . Traders may not only trade in basic goods, such as clothing and food, but also in what is known as Luxuries . These are particular goods which your citizens love (as opposed to the others, which they simply need), and they would pay dearly to have them. Here your role as a ruler is bigger - it's your responsibility to ensure access to Luxuries! Harvest them from your territory, or import them from other nations or City-States. As soon as your empire has access to at least 1 count of any Luxury resource, it gets circulated in your domestic trading system, and increases by 4! Note that it doesn't matter which cities are currently connected to the capital for the bonus to kick in - as long as you have at least 1 count of a Luxury, the effect starts. Also, having MORE than 1 count doesn't matter (doesn't increase more), so feel free to use excesses in external trade deals.
  3. Funneling Food and Production to a particular city . This is a new feature, and involves the new Trading Routes system. With it, the ruler appoints one of the Trade Route slots it has available, and the Trade Unit that serves it, to transfer either or to a city of the empire. For this, the source city has to have respectively a Granary or a Workshop . This option dedicates the cargo and trading resources to supplying a city on a regular basis, so that it could overcome the problems of, or bolster, one of its two main features - Population growth, or Production. For more info, check the International trade route article .

International trading Edit

This is a new way of trading, introduced in Brave New World . It consists of a mixed private-governmental enterprise, where the government supplies a Trading Unit and infrastructure to Private merchants, which then they use to conduct trade with target cities, appointed by the government. Thanks to the system, your merchants are able to conduct trade with other civilizations or City-States! For the particular mechanics of the enterprise, check the International trade route article , but be aware that establishing international trade routes requires both free trading slots (developed through technology) and the respective Trade Units available. It also requires the physical closeness of the source and target cities.

International trading has the following benefits:

  • Gold income - the state again charges a fee for each operation conducted by the traders; this time, however, the variables determining the final profit are much more. Infrastructure, different resources available, land features and even distance all play a role in determining how much the merchants (and thus you) will be making from the enterprise. For more details, check the above-mentioned article.
  • Religion - both the source city's religion and the target city's religion spread thanks to Trade Routes. It is a way for you to influence distant cities, converting them to your Religion, but be aware that the opposite may also happen!
  • Science - technological progress in both civilizations is also shared by the merchants. Thanks to Trade routes, you can bolster your Research a little bit. Note that this effect doesn't work in case of Trade Routes connecting to City-States
  • Cultural influence - Finally, merchants spread the fame of your civilizations' culture to other civilizations they trade with. Opening a Trade Route to a nation boosts your to that nation by 25%. Again, doesn't work in the case of City-States.

Trading deals Edit

The last type of trading, and the most complex one, is Trading deals that you set with other nations. This is done without any pre-conditions (you don't need to establish any sort of network), although of course you need to be at peace with your trade partner. Establishing trade deals is the result of diplomatic negotiations, initiated either by you or your partner, in which both sides agree to exchange goods or for a set amount of 30 turns. In the real world these sort of negotiations are one of the most frequent topics of diplomatic conversations, although it usually comes to agreements establishing general rules for trading, rather than the direct exchange of goods.

  • What can you trade?
    • per turn - you agree to give or receive a certain amount each turn, while the contract lasts
    • Flat fee in - you give or receive a one-time amount, payable at confirming the contract. This is only possible if you've made a Declaration of Friendship with them.
    • Luxury resources - one count of each resource is allowed per Trade Deal. Note that you cannot trade away units of Luxury resources which are gifted by City-State Allies!
    • Strategic resources - you can trade as much as you want of this item per Deal. Same restrictions apply in relation to resources gifted by City-States.
    • Treaties - you can negotiate signing of treaties such as Open Borders or a Research Agreement in exchange for goods. Note that you need an Embassy in their Capital to do so.
    • Cities - you can 'sell' (give away) or 'buy' (acquire) cities. Note that nations will only agree to sell you cities in the most dire of circumstances, for example as a part of a Peace Treaty when they're near extinction, or you really have the upper hand in the war.
    • World Congress votes - this item you can only trade if you have a Diplomat in their Capital. You can trade for both a 'Yeah' and a 'Nay' vote for each of the current proposals in the Congress.

All of the above items, or combination of them, are allowed in Trading Deals. For example, you can trade a Luxury resource for another Luxury, or for ; or you may offer per turn, a Luxury resource and some Strategic resources in exchange for a vote in the World Congress. Or you may both exchange a Research Agreement, without additional items.

  • What influences Trade Deals?
    • Reality - you can't trade away items you have no control over, or whose requirements you haven't completed, no matter how much you wish to do so. So, no cheating allowed. Also, when the other side has multiple copies of a Resource, they will part with it more readily, than if they only have 1 copy. The AI has a set behavior which calculates the relative price of a good at any given time, and you can rarely cheat this.
    • Diplomatic relations - the better the diplomatic relations with the other nation, the more favorable conditions they will be willing to accept. So, try always to make deals with nations you're at least Neutral with - that way you'll be albe to get more profit for your goods, as opposed as making deals with Guarded or Hostile nations (if you manage to make ANY deals with them at all).

Recent Posts

Constructing Buildings

Cities will not get very far without a wide assortment of Buildings to upgrade resources, yields, and general conditions. There are several ways this can be accomplished. The easiest way is to open the City Manager (by clicking on a city's name), use the Choose Production menu, and select a building to produce. The city's Production is then devoted toward creating that Building, with the amount of Production accumulating each turn until the Building is done.

Alternately, when a city finishes a construction project, a Production icon pops up on the lower-right side of the screen in the User Interface of the World View. Clicking on this icon immediately opens the Choose Production menu for that city, so another Building can be selected for construction.

With some planning for a city's usage and intended purpose, a queue can be generated to produce multiple Buildings, Units, or combinations of Buildings and Units. Open the City Manager by clicking on the city's name, and then click in the Activate box located on the Production Queue Action Bar to make the check mark appear. This will activate a queue at the bottom of the screen.

Next, choose a Building or Unit to be produced first for the city. The second Building or Unit chosen will be the next item to be produced for the city when the first Building/Unit chosen has been completed. Notice that the Choose Production menu will now read Add To Queue. Each additional Building or Unit chosen will add to the list in the same fashion, being constructed or trained in the order selected. This allows a queue to be created that will allow any combination of available Buildings and Units.

Buildings and Units can also be constructed when purchased. This requires a fair amount of stockpiled Energy, so purchasing Buildings is not always feasible. To Purchase a Building or unit, open the City Manager by clicking on the city's name in the World View. The Production Management menu, located in the upper right corner in the City Manager user interface, contains two tabs: Change Production and Purchase. By clicking on the Purchase tab, the Buildings and Units that can be purchased will appear on the list.

Some of the items may be unavailable, appearing grayed out which means more Energy, Affinity, Resources, and/or other requirements have not been met before the Building or Unit can be purchased. Scan the list of available items, choose a Building to purchase, and click on it. Once a Building or Unit has been selected for Purchase, the proper amounts of Energy and Resources, if applicable, are subtracted from the Global Totals, located at the top of the World View.

To view the Building that was purchased, open the City Manager by clicking on the city's name in the World View, and then click in the Show box located on the City Buildings and Wonders Action Bar in the lower left corner of the City Manager to make the check mark appear. This will show all the Buildings and Wonders for the city. Scroll through the list until the Building that was purchased it seen. All Buildings will appear here whether purchased, produced, or gifted.

Purchasing Buildings grants their associated bonuses instantly. This is often best when starting a new city because it takes many turns of construction; cities with high Production usually finish Buildings so quickly that it is not as efficient to use stored Energy in this manner.

Some buildings can be acquired automatically. Some Wonders can 'gift' a Building to the city in which the Wonder is built. This is covered in the Next Chapter, but the important piece to remember is that some Buildings can be acquired for free. Do not Produce or Purchase a Building that can cost valuable Turns, Energy, and Production if that Building is not absolutely necessary!

Assigning Specialists

Civ Beyond Earth Review

Open the City Manager by clicking on a city's name in the World View, and activate the City Buildings and Wonders option at the bottom of the screen by clicking in the Show box, making the check mark appear. This opens a panel above it that shows the Buildings and Wonders that have been built inside the city. Look over all of the Buildings, Wonders, and associated perks that city has to acquired. Notice that some of the Buildings have open circles next to them.

These open circles are actually Specialist Slots. There are several types of Specialists that are all valuable to the progress of the city. Click on the slots to fill them with Citizens so that bonuses can be gained. To view the bonuses, hover the mouse pointer over the Specialist Slots, and tool tips will appear for each slot.

It is also important to know how many Citizens there are in a city so that they can be assigned out appropriately. To see the Population information of the city, look at the upper left corner above Citizen Management in the City Manager or to the left of the City's name in the World view.

Citizens cannot be Specialists and Laborers at the same time. So, having a ton of Specialists means that there will not be as many people to work the tiles around the city. This is usually a rough trade-off in the early days of a city, when the city needs the resources from the tiles to grow. Later on when the Population is larger, usually there are Citizens that can be spared for Specialist Slots because not every single tile will have to be worked. Once Citizens are working the city's best tiles, go ahead and start assigning Citizens to Specialists Slots to focus the city on whichever resources are needed the most.

Types of Specialists

  • Artists: Raise the Culture output of a city.
  • Engineers: Improve the city's Production.
  • Growers: Add Food to your city.
  • Scientists: Increase Science yields.
  • Traders: Bring in those Energy credits!
  • Unemployed: Citizens who are not working a tile or a Specialist Slot are unemployed, only providing a single point of Production.

City/Building Specialization

City development is a combination of time, Tile Resource management, Population management, and Building construction. Use every turn wisely, and create a city that fills whatever niche the Colony needs. There is not a 'one size fits all' solution. Without question, build orders have an important place; as Polystralia, it might be more beneficial to start off with buildings like a Trade Depot and a Recycler building, followed by an Ultrasonic Fence building for the Quest perk(s) before moving on to other buildings, depending on the circumstances. Having a single list of buildings to construct in each city is dangerous! This is a potential blunder because there is not any specializing of cities and because circumstances and need are constantly changing.

In earlier Civilization games, generic build orders could be a real problem. People who used them did not realize the tremendous advantages that can be gained by stacking buildings with similar bonuses on top of each other. It was possible to create a military focused city that popped out units with multiple upgrades. Then, another city could be focused on massive scientific bonuses, utilizing Wonders with Science buffs to compound high Science yields. Generic cities with the same buildings could not reach equivalent power as quickly.

In Civilization: Beyond Earth, there are not as many buildings that help to specialize, but this style of play is still relevant. Create a city with stronger defenses along the Colony's border. Make sure that it has bonuses that increase City Hit Points and City Strength. Use safer interior cities to focus more on producing units and orbitals as well as to increase yields and general resources.

Avoid wasting time creating massive defenses in safe areas until there is nothing better to do (which doesn't happen often). Instead, take the slight risk in leaving those cities weaker, investing in Science, Production, and other yields that are going to help the Colony grow.

Colony

Tiers of Buildings

This discussion is more of a conceptual one because the game does not require its Buildings to be built in tiers. There is no requirement to construct a Vivarium building to get a Cloning Plant building, or a Recycler building to get a Borehole building. However, it is still necessary to learn about tiers because they are a quick way to represent the necessity of a particular Building for each city owned.

The understanding of Buildings can be improved by placing them into tiers. The construction costs for Buildings that are researched later in the Technology Web are much higher than the ones researched early on. If more advanced Buildings are queued early in a city's history, the results can be disastrous. The delay in completion is more than a missed opportunity for the city and Colony. Even if the advanced Building has better stats than a 'lower tier' Building of the same resource type, many turns are still wasted that the weaker Building could be turning out increased yields for while the advanced Building is still waiting for completion.

In discussing Buildings and their values, Buildings can essentially be broken down into tiers. Within these tiers, produce Buildings with regards to cost, yield increase(s), and prohibitors as circumstances dictate. For example, it may be more beneficial to give precedence to constructing a Building that increases Health over constructing a Building that increases Energy among Buildings within the same tier.

First-tier Buildings are the inexpensive ones that are usually gained in the first ring of Technology. These take little time to complete, still have very solid bonuses, and do not require much from a city in terms of access to Strategic Resources. First-tier Buildings are so efficient that every type of these Buildings should be built in every city that is founded.

Examples of first-tier Buildings are the Old Earth Relic, the Thorium Reactor, the Clinic, the Laboratory, and the Vivarium.

Second-tier Buildings are going to be researched on the next circle farther out in the Technology Web. The cost is over double what the early buildings cost, and the bonuses are not always that much more powerful. Second-tier Buildings may or may not always be necessary in each city. This is where focused intent in the planning of the city becomes increasingly important.

Examples of second-tier Buildings are the Autoplant, Biofuel plant, Feedsite Hub, and Gene Garden.

Third-tier Buildings are near or along the edges of the Tech Web. Often at least (4) first-tier buildings can be created in the time that it takes to construct (1) third-tier building. While these Buildings do take longer to construct, the perks are also increased making these buildings highly desirable and of greater importance when focusing a city's Production.

Examples of third-tier Buildings are the Microbial Mine, Hypercore, Terra Vault, and Progenitor Garden.

It is best for cities to get all of their first-tier Buildings completed before starting to focus heavily on other areas of specialization (though if necessity dictates, higher tier Buildings can be started at any time they become available).

Get the first tier of buildings done, and go in the order of needs that the city requires the most. For example, start with a Vivarium building if the city is in a low-Food, high-Production area. Similarly, start with a Trade Depot building if the city or the Colony is heavily in need of Culture, Production, Science, and/or Energy; internal trade routes can also be used to heavily boost more than one city at a time.