Sid Meier's Civilization VI: Difference between revisions

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* A single luxury resource gives 4 amenities that get divided up among your cities with the amenities going to whichever city needs it most. Multiple copes of a luxury resource don't normally give any more amenities and should be traded away.
* A single luxury resource gives 4 amenities that get divided up among your cities with the amenities going to whichever city needs it most. Multiple copes of a luxury resource don't normally give any more amenities and should be traded away.


* Gold is highly useful, make sure to not neglect Harbors/Commercial Districts too much early on as they're the primary method of acquiring new Trade Routes.
* Gold is highly useful, make sure to not neglect Harbors/Commercial Districts too much early on as they're the primary method of acquiring new Trade Routes for bringing in wealth and growing your new cities.


* Plan ahead with your district positions by checking the adjacency bonuses they get. A common example is placing a Campus and/or Holy Site on a tile surrounded by mountains, or a Harbor near coastal resources. Certain district buildings also provide bonuses to other cities within a certain radius, usually 6 tiles.
* Plan ahead with your district positions by checking the adjacency bonuses they get. A common example is placing a Campus and/or Holy Site on a tile surrounded by mountains, or a Harbor near coastal resources. Adjacencies also work between different cities, for example districts from two different cities can get a bonus from each other.
 
* Certain district buildings, primarily those from the Industrial and Entertainment districts, also provide (by default) a non-stacking bonus to cities within a 6-tile radius which can make those districts more useful when placed near multiple cities than in the outskirts.
 
* Don't forget about the ability to harvest features such as forests and bonus resources with Builders. For example plonking a district on a forest tile simply removes the forest without yielding anything, so it's always preferable to first use a Builder to remove the forest for the big one-time boost and then start district construction there.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 21:21, 27 January 2021

  • A single luxury resource gives 4 amenities that get divided up among your cities with the amenities going to whichever city needs it most. Multiple copes of a luxury resource don't normally give any more amenities and should be traded away.
  • Gold is highly useful, make sure to not neglect Harbors/Commercial Districts too much early on as they're the primary method of acquiring new Trade Routes for bringing in wealth and growing your new cities.
  • Plan ahead with your district positions by checking the adjacency bonuses they get. A common example is placing a Campus and/or Holy Site on a tile surrounded by mountains, or a Harbor near coastal resources. Adjacencies also work between different cities, for example districts from two different cities can get a bonus from each other.
  • Certain district buildings, primarily those from the Industrial and Entertainment districts, also provide (by default) a non-stacking bonus to cities within a 6-tile radius which can make those districts more useful when placed near multiple cities than in the outskirts.
  • Don't forget about the ability to harvest features such as forests and bonus resources with Builders. For example plonking a district on a forest tile simply removes the forest without yielding anything, so it's always preferable to first use a Builder to remove the forest for the big one-time boost and then start district construction there.