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|production_cost = 36 |
|production_cost = 36 |
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|advance_required = Engineering |
|advance_required = Engineering |
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+ | |notes = Must be built adjacent to {{Link6|City Center}} and a source of fresh water. |
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− | The '''Aqueduct''' is a |
+ | The '''Aqueduct''' is a {{District6}} in ''[[Civilization VI]]'', which provides early water infrastructure. It requires [[Engineering (Civ6)|Engineering]], and must be placed adjacent to the [[City Center (Civ6)|City Center]] and either a {{Link6|Mountain}}, {{Link6|Oasis}}, {{Link6|Lake}}, or {{Link6|River}} (which must be on an edge of the [[Tile (Civ6)|tile]] that is not directly between the City Center and the Aqueduct). |
* Effects: |
* Effects: |
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− | ** Cities that do not yet have existing fresh water receive up to 6 {{ |
+ | ** Cities that do not yet have existing fresh water receive up to 6 {{HousingIcon6}} Housing. |
− | ** Cities that already have existing fresh water will instead get |
+ | ** Cities that already have existing fresh water will instead get 2 {{HousingIcon6}} Housing. |
+ | ** {{GS}} Prevents {{Food6}} loss during [[Drought (Civ6)|droughts]]. |
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+ | ** {{GS}} +1 {{Amenity6}} if adjacent to a [[Geothermal Fissure (Civ6)|Geothermal Fissure]]. |
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+ | ** {{GS}} [[Military Engineer (Civ6)|Military Engineers]] can spend a charge to complete 20% (rounding down) of an Aqueduct's production. |
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+ | * Restrictions: |
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+ | ** Limit of one per city. |
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− | == |
+ | ==Strategy== |
− | The Aqueduct is not a |
+ | The Aqueduct is not a specialty district, meaning that you can construct it in any [[City (Civ6)|city]] which has the right conditions without subtracting from your maximum district count, as {{Population6}} Population dictates. |
− | The description of how much |
+ | The description of how much {{HousingIcon6}} Housing is gained is misleading: it does not add 6 {{HousingIcon6}} Housing, but rather it sets the {{HousingIcon6}} Housing from water to 6 if the city doesn't have fresh water. Originally, cities with no water have 2 {{HousingIcon6}} Housing from water, cities with coastal water have 3 {{HousingIcon6}} Housing, and cities with fresh water get 5 {{HousingIcon6}} Housing. So, in effect, the Aqueduct gives 4, 3, or 2 {{HousingIcon6}} Housing for a total of 6, 6, or 7, respectively. |
+ | While Aqueducts may seem at first to be a mediocre district that's only useful if there are only mountains and no sources of fresh water around, they become far more valuable if you take into account the major [[Adjacency bonus (Civ6)|adjacency bonus]] that Aqueducts give to [[Industrial Zone (Civ6)|Industrial Zones.]] Immediately they provide 2 extra {{Production6}}, and another 2 {{Production6}} on top once you construct a [[Coal Power Plant (Civ6)|Coal Power Plant]], followed by yet another 4 {{Production6}} with the [[Craftsmen (Civ6)|Craftsmen]] or [[Five-Year Plan (Civ6)|Five-Year Plan]] [[Policy Cards (Civ6)|policy cards]] that double the adjacency bonus. Therefore, instead of thinking of Aqueducts as something to build only for your cities without fresh water, you should instead consider them a district that gives your city 2 {{HousingIcon6}} Housing and a possible 8 {{Production6}}, which are pretty decent yields! If the Aqueduct can be placed next to a Geothermal Fissure, you'll net 1 {{AmenitiesIcon6}} Amenity as well. |
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− | The Aqueduct's purpose is to provide fresh water to cities which don't have it. Thus, you have the liberty to found a city not right next to a source of fresh water (River, Lake, Oasis, etc.), but up to 1 [[Tile (Civ6)|tile]] away from it. Later, you just construct an Aqueduct between the City Center and the fresh water source, and you will have your {{Housing6}} Housing bonus! Mountainous regions are ideal candidates for an Aqueduct-supplied city, because you can easily supply fresh water, even though you won't have it initially. |
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⚫ | The [[Khmer (Civ6)|Khmer]] [[Civilizations (Civ6)|civilization's]] Aqueducts provide them with an additional 3 {{Faith6}} and 1 {{AmenitiesIcon6}} Amenity, and also increase the {{Food6}} output of adjacent [[Farm (Civ6)|Farms]] by 2. [[Incan (Civ6)|Incan]] [[Terrace Farm (Civ6)|Terrace Farms]] also benefit from having adjacent Aqueducts. Finally, as [[Mayan (Civ6)|Mayan]] cities never naturally receive bonus {{HousingIcon6}} Housing from water, Aqueducts in their cities always provide the maximum of 4 {{HousingIcon6}} Housing. |
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− | For cities already supplied with fresh water, the Aqueduct is less useful. You will get a +2 {{Housing6}} Housing, but you risk losing a tile which you could put to a more productive use. Still, it could be worth it, under the right circumstances. |
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+ | Aqueducts cannot be built from any [[Natural Wonder (Civ6)|Natural Wonder]], even when they provide fresh water or look like a [[Mountain (Civ6)|Mountain]]. |
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==Civilopedia entry== |
==Civilopedia entry== |
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+ | {{/Civilopedia}} |
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− | The remains of aqueducts – man-made watercourses – have been found scattered about ancient settlements around the world ... Egypt, India, Persia, Greece, Azteca, and especially across the once-Roman lands. Over 415 kilometers (about 258 miles) of aqueducts brought fresh water to the metropolis of Rome for drinking and bathing. These Roman aqueducts were marvels of engineering (considering the times) and often roofed, so also serving as bridges where they crossed ravines and waterways. Although there were some health issues involved in the design of aqueducts (notably the sometime use of lead to line them), in general a supply of relatively-clean water was a boon to any town hoping to grow into a city. |
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+ | |||
+ | ==Related achievements== |
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+ | {{Data|Civ6|GetSteamAchievement|An Engineer's Dream}} |
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+ | {{Data|Civ6|GetSteamAchievement|Po-tay-toes!}} |
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+ | |||
+ | {{Districts (Civ6)}} |
Revision as of 07:19, 10 August 2020
The Aqueduct is a District in Civilization VI, which provides early water infrastructure. It requires Engineering, and must be placed adjacent to the City Center and either a Mountain, Oasis, Lake, or River (which must be on an edge of the tile that is not directly between the City Center and the Aqueduct).
- Effects:
- Cities that do not yet have existing fresh water receive up to 6 Housing.
- Cities that already have existing fresh water will instead get 2 Housing.
- Prevents Food loss during droughts.
- +1 Amenity if adjacent to a Geothermal Fissure.
- Military Engineers can spend a charge to complete 20% (rounding down) of an Aqueduct's production.
- Does not depend on Population.
- Restrictions:
- Limit of one per city.
Strategy
The Aqueduct is not a specialty district, meaning that you can construct it in any city which has the right conditions without subtracting from your maximum district count, as Population dictates.
The description of how much Housing is gained is misleading: it does not add 6 Housing, but rather it sets the Housing from water to 6 if the city doesn't have fresh water. Originally, cities with no water have 2 Housing from water, cities with coastal water have 3 Housing, and cities with fresh water get 5 Housing. So, in effect, the Aqueduct gives 4, 3, or 2 Housing for a total of 6, 6, or 7, respectively.
While Aqueducts may seem at first to be a mediocre district that's only useful if there are only mountains and no sources of fresh water around, they become far more valuable if you take into account the major adjacency bonus that Aqueducts give to Industrial Zones. Immediately they provide 2 extra Production, and another 2 Production on top once you construct a Coal Power Plant, followed by yet another 4 Production with the Craftsmen or Five-Year Plan policy cards that double the adjacency bonus. Therefore, instead of thinking of Aqueducts as something to build only for your cities without fresh water, you should instead consider them a district that gives your city 2 Housing and a possible 8 Production, which are pretty decent yields! If the Aqueduct can be placed next to a Geothermal Fissure, you'll net 1 Amenity as well.
The Khmer civilization's Aqueducts provide them with an additional 3 Faith and 1 Amenity, and also increase the Food output of adjacent Farms by 2. Incan Terrace Farms also benefit from having adjacent Aqueducts. Finally, as Mayan cities never naturally receive bonus Housing from water, Aqueducts in their cities always provide the maximum of 4 Housing.
Aqueducts cannot be built from any Natural Wonder, even when they provide fresh water or look like a Mountain.
Civilopedia entry
The remains of aqueducts – man-made watercourses – have been found scattered about ancient settlements around the world ... Egypt, India, Persia, Greece, Azteca, and especially across the once-Roman lands. Over 415 kilometers (about 258 miles) of aqueducts brought fresh water to the metropolis of Rome for drinking and bathing. These Roman aqueducts were marvels of engineering (considering the times) and often roofed, so also serving as bridges where they crossed ravines and waterways. Although there were some health issues involved in the design of aqueducts (notably the sometime use of lead to line them), in general a supply of relatively-clean water was a boon to any town hoping to grow into a city.
Related achievements
An Engineer's Dream
Have a Canal, Dam, Aqueduct, Railroad, Golden Gate Bridge, and Mountain Tunnel in a city.
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Po-tay-toes!
As Pachacuti, construct a Terrace Farm that is adjacent to 2 Aqueducts and 4 Mountains
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Civilization VI Districts [edit] |
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Aerodrome • Aqueduct (Bath) • Campus (Observatory1 • Seowon ) • Canal • City Center • Commercial Hub (Suguba ) • Dam • Diplomatic Quarter1 • Encampment (Ikanda • Thành1) • Entertainment Complex (Street Carnival • Hippodrome1) • Government Plaza • Harbor (Cothon • Royal Navy Dockyard) • Holy Site (Lavra) • Industrial Zone (Hansa • Oppidum1) • Neighborhood (Mbanza) • Preserve1 • Spaceport • Theater Square (Acropolis) • Walled Quarter2 • Water Park (Copacabana ) |
1 Requires DLC • 2 The Black Death scenario only
Added in the Rise and Fall expansion pack. |