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Culture it can be complicated A strategy game for new players Introductory and even long-time fans of the series may find the mechanics confusing in the new games. A mechanic that is important to understand CIV 6 are adjacent bonuses that go hand-in-hand with the way districts work CIV 6.
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Adjacent bonuses greatly contribute to the productivity of your civilization – if you can use them correctly when building new districts. This manual It explains the basics CIV 6 The Aksitic bonus system offers suggestions on what to keep in mind when setting up districts and provides an overview of each district adjacent bonus (and all unique district bonuses) CIV 6.
What are the adjacent bonuses in Civilization VI?
Inside CIV 6, Adjacent bonuses are given to districts and other city tiles that improve their productivity. Finishing bonuses CIV 6 It can come from a wide variety of terrain types and tiles, but as the name of this mechanic implies, so do you you can only get contiguous bonuses from the six tiles that immediately cover a given county.
One players’ first districts In a religious victory strategy, for example, it is a holy site (or lavra, if you play as Russia). Holy sites give your civilization innate +2 faith on construction, but if you build next to a mountain, you’ll get a natural surprise or 2x other district or other district tiles, even more faith.
This applies to all productive producing districts: campus (science), commercial center and port (gold), sacred site (faith), industrial area (manufacturing) and theater square (culture).
However Other regions may give your citizen unique neighbor bonuses that don’t produce crops. If you find a city center, a city near a water source, if you’ve found something in a diplomatic quarter, it reduces the level of enemy spies in adjacent districts, protects grant appeal to neighboring tiles, etc.
It’s important to pay close attention to your builder city location and think about how you can maximize the adjacent bonuses for you Future planned districts. If you find a city next to the ocean with many marine resources nearby, it will make your future port district tone gold. If you’re surrounded by rainforests and mountains, you might want to quickly build a town to take advantage of them and increase your science.
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Miracles and adjacent bonuses
A lot Miracles also force adjacent bonuses. For example, Pamukkale natural wonder gives +2 to the productivity of any neighboring district, and the great barrier reef gives +2 science to adjacent towns.
If you are lucky enough to find a city close to a city Strong adjacent bonus natural wonderMake sure to take advantage of this with the right synergistic district. Be surprised (or look it up on civlopedia).
How to see civ 6 adjacent bonuses
When building a district, The city screen will appear and highlight available tiles within the limits of the selected city. Depending on which district you plan to build, different adjacent bonuses will be highlighted. For example, if you want to build a theater square, places with a culture bonus close to the culture will have a culture icon on top of the tile, indicating the total neighbor bonuses it will receive.
This icon adds all adjacent resources into one number, making it easy to tell which tiles have the best adjacent bonuses at a glance.
If you want to see your adjacent bonuses for all districts in your cityClick on the city and open the city screen. Perspective will change and highlight the productivity of each tile in your city. Any region that produces this yield will display its total output on the tile, including all active adjacent bonuses.
All district contiguous bonuses in CIV 6
Different districts gain contiguous bonuses from different types of terrain – towns gain bonuses from rainforests Trading hubs earn bonuses from rivers. It is important Mark the area around a city Plan to take advantage of the tiles that will increase the productivity of these regions to increase your productivity and production faster.
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By 19 main districts CIV 6Adjacent bonuses can be given seven, improving the productivity of various or improving your city’s existing resources. Three district bonus bonuses instead of producing items (diplomatic quarter, government plaza, reserve).
The remaining 9 districts can be placed to contribute the standard +1 bonus for every 2x adjacent districts yield for every 2x, but they do not gain adjacent bonuses themselves.
District name |
Possible adjacent bonuses |
---|---|
Airport |
N / a |
Intelligence |
N / a |
Campaign |
+1 lore from an adjacent mountain +1 science from 2x adjacent rainforests or regions +2 from adjacent reef, geothermal fracture |
Channel |
N / a |
City center |
+5 flat when built near a lake, oasis or river +3 if the apartment is built near the ocean +2 apartments, if the city land remains |
Commercial center |
+2 gold from each neighboring port or river +1 gold from 2x adjacent regions |
Dam |
N / a |
Diplomatic quarter |
When conducting operations in neighboring regions, the level of enemy spies is reduced |
Earthquake |
N / a |
Entertainment Complex |
N / a |
Government Plaza |
Adds +1 to all products for neighboring regions |
Port |
+1 gold for adjacent coastal resources +1 gold from 2x adjacent regions +2 gold from the neighboring town center |
Holy site |
+1 faith from the neighboring mountains +1 2x faith from adjacent forests or regions +2 faith from any adjacent natural wonder |
Industrial zone |
+1 production from adjacent quarries, mines and strategic resources +1 production for 2x adjacent districts, mines or lumber mills +2 production from adjacent water, canals and reservoirs |
Neighborhood |
N / a |
Protect |
Adds 1 appeal to adjacent tiles |
Spaceport |
N / a |
Theater square |
+1 2x culture from adjacent regions +2 culture from adjacent wonders Culture from +2 adjacent entertainment complex or water park +2 cultural natural wonder from adjacent Pamukkale |
Water park |
N / a |
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Unique district adjacent bonuses
Many citizens CIV 6 to come Unique districts that replace a standard district. This Adjacent bonuses for these unique regions can vary wildly From the standard version – Seowon of Korea, for example, starts at +4 science, but to be swallowed Science for each neighboring district, Gaul’s opponents only gain adjacency bonuses from quarries and strategic resources, but lose all other adjacencies.
Who are you playing? a citizen with a unique districtand they are going for a victory regarding the productivity of this region. pay extra special attention to the adjacent bonuses they will receive. If you can maximize these unique district bonuses, you’ll be way ahead of other players who generally have to use the standard version.
A unique district |
Replaces |
Civ |
Completion bonuses |
---|---|---|---|
Acropolis |
Theater square |
Greece |
Culture from +2 adjacent entertainment complex or water park districts +1 culture from adjacent regions BONUS +1 Culture The culture given to the neighboring city center |
Bathroom |
Intelligence |
Rome |
N / a |
Street carnival |
Entertainment Complex |
Brazil |
Adds 1 appeal to adjacent tiles |
Copacabana |
Water park |
Brazil |
Adds 1 appeal to adjacent tiles |
Absion |
Port |
Phoenicia |
+1 gold from neighboring ocean resources +1 gold from 2x adjacent regions +2 gold from the neighboring town center |
Hansa |
Industrial zone |
Germany |
+1 production from all adjacent sources +1 production from 2x adjacent districts Production from +2 adjacent commercial centers |
Hippodrome |
Entertainment Complex |
Byzantine |
N / a |
Improved |
Earthquake |
Zulu |
N / a |
Widely |
Holy site |
Russia |
+1 faith from the neighboring mountains +1 2x faith from adjacent forests or regions +2 faith from adjacent natural wonders |
Mbanza |
Neighborhood |
Congo |
N / a |
Observatory |
Campaign |
Maya |
+1 Herb and Science from 2x of the region +2 science from adjacent crops |
City |
Industrial zone |
Mighty |
+2 production from adjacent quarries and strategic sources |
Royal Navy Dockyard |
Port |
English |
+1 gold from neighboring ocean resources +1 gold from 2x adjacent regions +2 gold when spawned on a foreign continent and from neighboring urban centers |
Seowwon |
Campaign |
Korea |
-1 science for adjacent regions (base +4 science) |
Suguba |
Commercial center |
Mali |
+1 gold from 2x adjacent regions +2 gold from an adjacent river or holy site |
The wall |
Earthquake |
Vietnam |
+2 culture from neighboring districts Tourism tourism close to culture after discovering flight |
Culture
October 21, 2016
E10 + 10+ for everyone: drug reference, language, mild violence, recommended topics