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. | ||
* | * 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. | ||
* | * 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. | ||
[[Category:Games]] | [[Category:Games]] |
Revision as of 21:45, 3 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.
- 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.