Great Merchant (Civ6)

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. Most, but not all, of them must be activated in a Commercial Hub district.
In the Monopolies and Corporations game mode, each Great Merchant has 1 build charge and can build a Corporation (which consumes the Great Merchant). This allows a Great Merchant to either use its activated ability or build a Corporation, but not both. This limitation still applies to Great Merchants that have multiple activated charges (e.g., Marcus Licinius Crassus), and using any of their normal activated charges makes them ineligible to establish a Corporation.
== Earning Great Merchants ==
Great Merchants may be claimed by any player who has earned enough Great Merchant points. Commercial Hubs and Sugubas generate +1 Great Merchant point per turn, +2 more if the city has built the Oracle, 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.) In the Secret Societies game mode, the Gilded Vault, the Owls of Minerva's unique replacement for the Bank, adds +2 Great Merchant points instead of 1, and the Alchemical Society, the Hermetic Order's unique replacement for the University, also provides +1 Great Merchant point. In the Monopolies and Corporations game mode, the Industry improvement generates +1 Great Merchant point as well. 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 or .
Several wonders also provide Great Merchant points. Great Zimbabwe provides +2 Great Merchant points per turn, and the Casa de Contratación and Big Ben 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 discovers the Capitalism civic, Traveling Merchants is replaced with Laissez-Faire, which generates +4 Great Merchant points per turn. In Gathering Storm, this card instead provides +2 Great Merchant points for every Bank owned and +4 for every Stock Exchange owned. It also provides bonus points.
The Stockholm Suzerain bonus (or Bologna in Gathering Storm) 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.)
All Great Merchant point yields are doubled if Pingala with the Grants title is present. Additionally, the Kongolese generate 50% more Great Merchant points from all sources.
== Great Merchants ==
Name 	Era 	Bonus
 	Classical 	Gain 100 (on Standard speed). Grants 1 free copy of the Luxury resource on this tile to your city.
 	Classical 	Gain 60 (on Standard speed). Annexes any contiguous tile into the nearest of your city's territories. Activates on tiles next to your territory. (3 charges)
 	Classical 	Increases capacity by 1. Foreign s to this city provide +2 to both cities.
Available with the Babylon Pack DLC.	Medieval 	Increases capacity by 1. Your s to City-states now grant you +2 .
 	Medieval 	Increase capacity by 1. Grants 1 free copy of the Luxury resource on this tile to your city.
 Grants 1 Governor Title or recruit a new Governor.
 	Medieval 	Grants a free Trader unit in this city, and increases capacity by 1. Foreign s to this city provides +2 to both cities.
 	Medieval 	Gain 200 and 1 .
 	Renaissance	Grants 3 s at this City-state.
 	Renaissance	Instantly builds a Market and a Bank in a Commercial Hub district. This Bank gains 2 Great Work slots which can be filled by anything.
 	Renaissance	Gain 200 and 2 s.
 	Renaissance	Gain an . Domestic s gain +0.5 per district at the destination (rounds down to integer).
 	Industrial 	Adds +1 Economic Policy slot to your government.
 Gain 500 . Grant 1 Governor Title or recruit a new Governor.
 	Industrial 	Gain 500 . Gain 2 s.
 	Industrial 	Creates one copy of , which provides +4 .
 	Modern 	Absorbs this City-state into your empire. Grants you +10 per turn in the city. Activates in a city-state of which you are Suzerain.
 	Modern 	Grants 1 . Your s gain +2 for each Strategic resource improved by the destination city.
 Grants 3 per turn. Your s gain +2 for each Strategic resource improved by the destination city.
 	Modern 	+25% rate towards other civilizations you have a to.
 	Modern 	Gain +1 Diplomatic visibility with other civs.
 	Atomic 	Creates two copies of , which provide +4 each.
 	Atomic 	Creates two copies of , which provide +4 each.
 	Atomic 	Increases capacity by 1. +25% to other civilizations you have a to.
 	Information	Creates two copies of , which provide +6 each.
 	Information	Campus districts provide +10 . Activates in your Campus.
 	Information	Industrial Zone districts provide +10 . Activates in your Industrial Zone.
=== Scenario-specific Great Merchants ===
==== Jadwiga's Legacy ====
* Konstanty Korniakt
* Sebastiano Montelupi
== Strategy ==
The Great Merchants' abilities help commerce, as usual. However, they do it in vastly different ways. Some grant instant sums; others grant increased capacity; others grant free Luxury Resources. Some Merchants also help to influence city-states. Endgame Merchants are even able to turn s into tourist attractions, thus helping you to achieve a Cultural Victory.
In the Monopolies and Corporations game mode, it is crucial to attract Great Merchants since they are the only way to establish Corporations. At the same time, be careful which Merchants you use to establish Corporations, since they will disappear after doing so.
== Civilopedia entry ==
== See also ==
* Great Merchant in other games
ru:Великий торговец (Civ6)
Category:Great People (Civ6)