The Great Merchant is a type of Great Person in Civilization VI dedicated to wealth, luxuries, and trade. Each Great Merchant has a unique ability which may be activated at least once, granting its owner a potentially game-changing bonus.
Earning Great MerchantsEdit
Great Merchants may be claimed by any player who has earned enough Great Merchant points. Commercial Hubs generate +1 Great Merchant point per turn, and provide an additional point for each building completed in that district. (For example, a Commercial Hub with a Market, Bank, and Stock Exchange would generate +4 Great Merchant points per turn.) Further points may also be earned by completing the Commercial Hub Investment project in a city with a Commercial Hub. Players who do not have enough points may patronize a Merchant by paying the difference using Faith or Gold.
Several wonders also provide Great Merchant points. The Great Zimbabwe provides +2 Great Merchant points per turn, and the Casa de Contratación and Big Ben wonders each provide +3 Great Merchant points per turn.
Players can also increase their Great Merchant point yields by using the Traveling Merchants policy card, which generates +2 Great Merchant points per turn. Once the player completes the Capitalism civic, the Traveling Merchants card is replaced with the Laissez-Faire policy card, which generates +4 Great Merchant points per turn.
The Stockholm Suzerain bonus increases the number of Great Merchant points generated from each Commercial Hub district by +1. (Note that in Rise and Fall, this bonus is only active if the Commercial Hub has a completed Market building.)
|Colaeus||Classical||Gain 100 Faith. Grants 1 free copy of the Luxury resource on this tile to your Capital city.|
|Marcus Licinius Crassus||Classical||Gain 60 Gold. Your nearest city annexes this tile into its territory. (3 charges)|
|Zhang Qian||Classical||Increases Trade Route capacity by 1. Foreign Trade Routes to this city provide +2 Gold to both cities.|
|Irene of Athens||Medieval||Increase Trade Route capacity by 1. Grants 1 free copy of the Luxury resource on this tile to your Capital city
Grants 1 Governor Title or recruit a new Governor.
|Marco Polo||Medieval||Grants a free Trader unit in this city, and increases Trade Route capacity by 1. Foreign Trade Routes to this city provides +2 Gold to both cities.|
|Piero de' Bardi||Medieval||Gain 200 Gold and 1 Envoy.|
|Giovanni de' Medici||Renaissance||Instantly builds a Market and a Bank in a Commercial Hub district. The Bank gains 2 Great Work slots which can be filled by anything except Relics.|
|Jakob Fugger||Renaissance||Gain 350 Gold and 2 Envoys.|
|Raja Todar Mal||Renaissance||Gain an Envoy. Domestic Trade Routes gain +0.5 Gold per district at the destination.|
|Adam Smith||Industrial||Adds +1 Economic Policy slot to your government.
Gain 500 Gold. Grant 1 Governor Title or recruit a new Governor.
|John Jacob Astor||Industrial||Gain 500 Gold. Gain 2 Envoys.|
|John Spilsbury||Industrial||Creates one copy of Toys, which provides +4 Amenities.|
|John Rockefeller||Modern||Grants 1 Oil. Your Trade Routes gain +2 Gold for each Strategic resource improved by the destination city.|
|Sarah Breedlove||Modern||+25% Tourism rate towards other civilizations you have a Trade Route to.|
|Mary Katherine Goddard||Modern||Gain +1 Diplomatic visibility with other civs.|
|Helena Rubinstein||Atomic||Creates two copies of Cosmetics, which provide +4 Amenities each.|
|Levi Strauss||Atomic||Creates two copies of Jeans, which provide +4 Amenities each.|
|Melitta Bentz||Atomic||Increases Trade Route capacity by 1. +25% Tourism to other civilizations you have a Trade Route to.|
|Estée Lauder||Information||Creates two copies of Perfume, which provide +6 Amenities each.|
|Jamsetji Tata||Information||Campus districts provide +10 Tourism.|
|Masaru Ibuka||Information||Industrial Zone districts provide +10 Tourism.|
Added in the Rise and Fall expansion pack.
The Great Merchants' abilities help commerce, as usual. However, they do it in vastly different ways! Some grant instant Gold sums; others grant increased Trade Route capacity; others grant free Luxury Resources. Some Merchants also help to influence City-States. End game Merchants are even able to turn districts into tourist attractions, thus helping you to achieve a Cultural Victory.
Of the four things that determine the course of civilization, greed is probably the most pervasive. Once folk settled and started farming and mining, there was always someone who found that others wanted what they had in plenty, and were willing to pay for it. And so merchants fanned out across the globe, trading in everything from grain to gold, hemp to human beings. The most adventurous among these were always seeking new markets, and hence were explorers who brought back knowledge of distant peoples and customs. Some of the greatest discoveries were the product of the greed of these adventurers. Their travels also enriched their nations in more material ways, for the taxes and profits from their trips funded great works of engineering, education, colonization, art, and war. Without the great merchants, civilization would have been much poorer.
|Great People of Civilization VI|
|Artist • Admiral • Engineer • General • Merchant • Musician • Prophet • Scientist • Writer|