Civilization Wiki
m (→‎List of City-States and their Suzerain bonuses: recolored some icons to match the city-state type)
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== What is a City-State? ==
 
== What is a City-State? ==
A city-state is an [[AI]]-controlled entity that represents a small independent nation which does not compete for victory. A set of City-States is present at the beginning of the game along with the standard AI- and player-controlled [[Civilizations (Civ6)|civilizations]]; the size of the set depends on the [[Map (Civ6)|map]] size. A City-State cannot build new [[City (Civ6)|cities]] and does little of what full civilizations do: it builds units for defense purposes, it will explore the map with ships only, but apart of that it will mostly keep to itself. However, it interacts with all civilizations in the game and confers special benefits to those with which it has friendly relations. It may also develop special relationship with a single civilization (called here a [[Suzerain (Civ6)|Suzerain]]), on whose behalf it will do almost everything, even go to war when its patron does.
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A city-state is an [[AI]]-controlled entity that represents a small independent nation which does not compete for victory but instead complements the world and presents various opportunities for interactions. A set of City-States (or rather their [[Settler (Civ6)|Settler units]]) is present at the beginning of the game along with the standard AI- and player-controlled [[Civilizations (Civ6)|civilizations]]; the size of the set depends on the [[Map (Civ6)|map]] size.
   
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A City-State cannot build new [[City (Civ6)|cities]] and does little of what full civilizations do: it builds units for defense purposes, it will explore the map with ships only, but apart of that it will mostly keep to itself. However, it interacts with all civilizations in the game and confers special benefits to those with which it has friendly relations. It may also develop special relationship with a single civilization (called here a [[Suzerain (Civ6)|Suzerain]]), on whose behalf it will do almost everything, even go to war when its patron does. A City-State may conquer other cities as part of warfare, but it doesn't have any desire to keep them (since this would go against their policy of non-expansionism).So, if possible, the City-State will Raze every conquered city.
As before, you can choose to court City-States and use their benefits, you can ignore them and concentrate on your rivals, or you can conquer them for their territory.
 
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As before, you can choose to court City-States and use their benefits, you can ignore them and concentrate on your rivals, or you can conquer them for their territory. All of these paths will offer different opportunities and consequences.
   
 
== City-State Relations ==
 
== City-State Relations ==
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{{Envoy6}} Envoys are diplomats which specialize in city-state relations. They are the vehicle through which you will exercise your influence over these minor civilizations, and get to use their considerable benefits. There are many ways to manipulate and enhance the Envoy system, as you will read in the parent article.
 
{{Envoy6}} Envoys are diplomats which specialize in city-state relations. They are the vehicle through which you will exercise your influence over these minor civilizations, and get to use their considerable benefits. There are many ways to manipulate and enhance the Envoy system, as you will read in the parent article.
   
Note that when the Suzerain of a City-State sends a new {{Envoy6}} Envoy to it (or an Envoy that will allow him or her to attain Suzerain status), this City-State's borders will, if possible, expand by 1 [[Tile (Civ6)|tile]]. In fact, it seems that this is the only way City-States expand their borders! Also, sending Envoy #2 to a city-state while no other nation has more than 1 {{Envoy6}} Envoy there will also expand its borders. Borders will ''not'' expand for the first Envoy you send to a City-State, even if no other nation has any Envoys there
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Note that when the Suzerain of a City-State sends a new {{Envoy6}} Envoy to it (or an Envoy that will allow him or her to attain Suzerain status), this City-State's borders will, if possible, expand by 1 [[Tile (Civ6)|tile]]. In fact, it seems that this is the only way City-States expand their borders, by reflecting the attention major nations give them via their Envoys! Also, sending Envoy #2 to a city-state while no other nation has more than 1 {{Envoy6}} Envoy there will also expand its borders. Borders will ''not'' expand for the first Envoy you send to a City-State, even if no other nation has any Envoys there
   
 
=== Influence Points ===
 
=== Influence Points ===
The main way to earn {{Envoy6}} Envoys is through accumulation of '''Influence'''. However, the Influence meter in ''Civilization VI'' is a global one, measuring the general diplomatic power of your civilization, rather than an individual one with each separate City-state. Its main function is to generate Envoys, which you can then distribute as you wish. Each government type grants a certain number of Influence points per turn, and a different Influence meter maximum; upon reaching that maximum you gain a set number of {{Envoy6}} Envoys. Look at the upper right corner of the government to check the exact details. There are three different levels of influence gain, depending on how advanced your government is:
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The main way to earn {{Envoy6}} Envoys is through accumulation of '''Influence'''. However, the Influence meter in ''Civilization VI'' is a global one, measuring the general diplomatic power of your civilization, rather than an individual one with each separate City-state. Its main function is to generate (or train) Envoys, which you can then distribute as you wish. Each government type grants a certain number of Influence points per turn, and a different Influence meter maximum; upon reaching that maximum you gain a set number of {{Envoy6}} Envoys. Look at the upper right corner of the government to check the exact details. There are three different levels of influence gain (four in ''Gathering Storm)'', depending on how advanced your government is:
   
 
* '''Level 1''' ([[Oligarchy (Civ6)|Oligarchy]], [[Autocracy (Civ6)|Autocracy]], [[Classical Republic (Civ6)|Classical Republic]]): 3 points per turn; 1 {{Envoy6}} Envoy granted at 100 points.
 
* '''Level 1''' ([[Oligarchy (Civ6)|Oligarchy]], [[Autocracy (Civ6)|Autocracy]], [[Classical Republic (Civ6)|Classical Republic]]): 3 points per turn; 1 {{Envoy6}} Envoy granted at 100 points.
 
* '''Level 2''' ([[Monarchy (Civ6)|Monarchy]], [[Theocracy (Civ6)|Theocracy]], [[Merchant Republic (Civ6)|Merchant Republic]]): 5 points per turn; 2 {{Envoy6}} Envoys at 150 points.
 
* '''Level 2''' ([[Monarchy (Civ6)|Monarchy]], [[Theocracy (Civ6)|Theocracy]], [[Merchant Republic (Civ6)|Merchant Republic]]): 5 points per turn; 2 {{Envoy6}} Envoys at 150 points.
 
* '''Level 3''' ([[Democracy (Civ6)|Democracy]], [[Fascism (Civ6)|Fascism]], [[Communism (Civ6)|Communism]]): 7 points per turn; 3 {{Envoy6}} Envoys at 200 points.
 
* '''Level 3''' ([[Democracy (Civ6)|Democracy]], [[Fascism (Civ6)|Fascism]], [[Communism (Civ6)|Communism]]): 7 points per turn; 3 {{Envoy6}} Envoys at 200 points.
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* {{GS}} '''Level 4 '''([[Corporate Libertarianism (Civ6)|Corporate Libertarianism]], [[Digital Democracy (Civ6)|Digital Democracy]], [[Synthetic Technocracy (Civ6)|Synthetic Technocracy]])''': '''9 points per turn, 4''' '''{{Envoy6}} Envoys at 250 points.
   
 
The initial [[Chiefdom (Civ6)|Chiefdom]] government earns only 1 point per turn, and grants 1 {{Envoy6}} Envoy at 100 points.
 
The initial [[Chiefdom (Civ6)|Chiefdom]] government earns only 1 point per turn, and grants 1 {{Envoy6}} Envoy at 100 points.
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City-States often become targets of bigger civilizations which want to expand; and unless they have a really strong military (or the attacker has dedicated laughable resources), the City-State may get conquered. When this happens, it becomes part of the conqueror's empire, losing all its special effects and becoming just another city. The usual effects of Conquered cities apply, such as loss of some {{Citizen6}} Population, damaged buildings in the [[City Center (Civ6)|City Center]], etc. However, the city will not pass through the 'Occupied' state, since its national leaders have been effectively wiped out and its population doesn't have any hope for liberation. Also, all other civilizations which have had any Envoys assigned in this City-State will lose them, and won't be able to enjoy its effects anymore.
 
City-States often become targets of bigger civilizations which want to expand; and unless they have a really strong military (or the attacker has dedicated laughable resources), the City-State may get conquered. When this happens, it becomes part of the conqueror's empire, losing all its special effects and becoming just another city. The usual effects of Conquered cities apply, such as loss of some {{Citizen6}} Population, damaged buildings in the [[City Center (Civ6)|City Center]], etc. However, the city will not pass through the 'Occupied' state, since its national leaders have been effectively wiped out and its population doesn't have any hope for liberation. Also, all other civilizations which have had any Envoys assigned in this City-State will lose them, and won't be able to enjoy its effects anymore.
   
After the [[Casus Belli (Civ6)#Protectorate War|Protectorate War]] Casus Belli has been unlocked, a Suzerain of a City-State which gets attacked or conquered will be able to declare such a war to the aggressor civilization. This is considered one of the most noble causes for war and will cost no [[Warmongering (Civ6)|Warmonger points]], unless you don't limit yourself with just liberating the City-State in question.
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After the [[Casus Belli (Civ6)#Protectorate War|Protectorate War]] Casus Belli has been unlocked, a Suzerain of a City-State which gets attacked or conquered will be able to declare such a war to the aggressor civilization. This is considered one of the most noble causes for war and will cost no [[Warmongering (Civ6)|Warmonger points]], unless you don't limit yourself with just liberating the City-State in question. Also, in ''Gathering Storm ''attacking a City-State will earn {{Grievance6}} Grievances with all nations which have Envoys there, and double Grievances with its Suzerain.
   
 
Conquered City-States, unlike in [[Civilization V|V]], can be Razed, and thus if a rival conquers a city-state which has suzerain bonuses you deem useful be wary that you are at risk of permanently losing said bonus! That being said, AI will very rarely raze them. If any civilization which wrestles this city from their conqueror in the future chooses to Liberate it, it will regain its Independence and all its former qualities. Its Territory will also expand (due to the liberator receiving free [[Envoy (Civ6)|Envoys]] with it). City-States which have been Liberated will choose their liberator for Suzerain, automatically assigning a number of {{Envoy6}} [[Envoy (Civ6)|Envoys]] to it: 3 if the liberation occurred up to the Medieval Era, 6 if it occurred during the Renaissance or Industrial Eras, and 9 during later Eras.
 
Conquered City-States, unlike in [[Civilization V|V]], can be Razed, and thus if a rival conquers a city-state which has suzerain bonuses you deem useful be wary that you are at risk of permanently losing said bonus! That being said, AI will very rarely raze them. If any civilization which wrestles this city from their conqueror in the future chooses to Liberate it, it will regain its Independence and all its former qualities. Its Territory will also expand (due to the liberator receiving free [[Envoy (Civ6)|Envoys]] with it). City-States which have been Liberated will choose their liberator for Suzerain, automatically assigning a number of {{Envoy6}} [[Envoy (Civ6)|Envoys]] to it: 3 if the liberation occurred up to the Medieval Era, 6 if it occurred during the Renaissance or Industrial Eras, and 9 during later Eras.
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== City-State Benefits ==
 
== City-State Benefits ==
 
{{main|Suzerain (Civ6)}}
 
{{main|Suzerain (Civ6)}}
The benefits of befriending city-states have changed substantially since ''Civilization V''. City-states still have types, such as Religious and Cultural, and confer bonuses related to them. Most come in the form of yields of some kind, according to the type of the city-state - for example, bonus {{Faith6}} from [[Holy Site (Civ6)|Holy Sites]] for Religious ones, or bonus {{Culture6}} from [[Theater Square (Civ6)|Theater Squares]] from Cultural ones. ''Rise and Fall'' brings additional changes to this system, making it more difficult to use the bonuses - you will now need Buildings in the respective districts, in order to enjoy the bonuses (Tier 1 Building for the 3-Envoy bonus and Tier 2 for the 6-Envoy bonus).
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The benefits of befriending city-states have changed substantially since ''Civilization V''. City-states still have types, such as Religious and Cultural, and confer bonuses related to them. Most come in the form of yields of some kind, according to the type of the city-state - for example, bonus {{Faith6}} in [[Holy Site (Civ6)|Holy Sites]] for Religious ones, or bonus {{Culture6}} in [[Theater Square (Civ6)|Theater Squares]] from Cultural ones. Despite being quite simple, these bonuses add up considerably with the development of an empire, and may aid substantially the development of an otherwise weak nation.
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''Rise and Fall'' brings additional changes to this system, making it more difficult to use the bonuses - you will now need specific Buildings in the respective districts, in order to enjoy the bonuses (Tier 1 Building for the 3-Envoy bonus and Tier 2 for the 6-Envoy bonus).
   
In addition to the simple yield bonuses, however, each city-state now also provides a unique bonus to its [[Suzerain (Civ6)|Suzerain]]. Players who desire these specific bonuses will have to compete with other players to get them instead of searching for another city-state that offers the same bonus.
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In addition to the simple yield bonuses, however, each city-state now also provides a powerful unique bonus to its [[Suzerain (Civ6)|Suzerain]]. Players who desire these specific bonuses will have to compete with other players to get them instead of searching for another city-state that offers the same bonus.
   
 
Additionally, the Suzerain of a city-state gains a number of other benefits:
 
Additionally, the Suzerain of a city-state gains a number of other benefits:
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* You can pay {{Gold6}} to temporarily take control of the city-state's military; and
 
* You can pay {{Gold6}} to temporarily take control of the city-state's military; and
 
* Gain access to all the city-state's [[Resources (Civ6)|resources]].
 
* Gain access to all the city-state's [[Resources (Civ6)|resources]].
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* {{GS}} +1 {{DiplomaticFavor6}}/turn
   
 
==Types of City-States==
 
==Types of City-States==

Revision as of 09:12, 18 April 2019

BackArrowGreen Back to Civilization VI

City-states make a comeback in Civilization VI, after their introduction in Civilization V. However, the mechanics of interactions with them have been changed considerably, and their importance is somewhat diminished, as Diplomatic Victories (available only in Gathering Storm) now stem from major civilizations voting for you instead. Nevertheless, City-States are an important part of the gameplay and everyone needs to know how to relate to them.

What is a City-State?

A city-state is an AI-controlled entity that represents a small independent nation which does not compete for victory but instead complements the world and presents various opportunities for interactions. A set of City-States (or rather their Settler units) is present at the beginning of the game along with the standard AI- and player-controlled civilizations; the size of the set depends on the map size.

A City-State cannot build new cities and does little of what full civilizations do: it builds units for defense purposes, it will explore the map with ships only, but apart of that it will mostly keep to itself. However, it interacts with all civilizations in the game and confers special benefits to those with which it has friendly relations. It may also develop special relationship with a single civilization (called here a Suzerain), on whose behalf it will do almost everything, even go to war when its patron does. A City-State may conquer other cities as part of warfare, but it doesn't have any desire to keep them (since this would go against their policy of non-expansionism).So, if possible, the City-State will Raze every conquered city.

As before, you can choose to court City-States and use their benefits, you can ignore them and concentrate on your rivals, or you can conquer them for their territory. All of these paths will offer different opportunities and consequences.

City-State Relations

Gaining influence with city-states has changed significantly in respect to Civilization V. There is no longer an Influence (Civ5) Influence Influence meter for each city-state, and your influence with them does not decay over time. Instead, you can improve your relations with city-states by assigning special units known as Envoy Envoy Envoys to each one you want to befriend.

Envoys

Envoy Envoy Envoys are diplomats which specialize in city-state relations. They are the vehicle through which you will exercise your influence over these minor civilizations, and get to use their considerable benefits. There are many ways to manipulate and enhance the Envoy system, as you will read in the parent article.

Note that when the Suzerain of a City-State sends a new Envoy Envoy Envoy to it (or an Envoy that will allow him or her to attain Suzerain status), this City-State's borders will, if possible, expand by 1 tile. In fact, it seems that this is the only way City-States expand their borders, by reflecting the attention major nations give them via their Envoys! Also, sending Envoy #2 to a city-state while no other nation has more than 1 Envoy Envoy Envoy there will also expand its borders. Borders will not expand for the first Envoy you send to a City-State, even if no other nation has any Envoys there

Influence Points

The main way to earn Envoy Envoy Envoys is through accumulation of Influence. However, the Influence meter in Civilization VI is a global one, measuring the general diplomatic power of your civilization, rather than an individual one with each separate City-state. Its main function is to generate (or train) Envoys, which you can then distribute as you wish. Each government type grants a certain number of Influence points per turn, and a different Influence meter maximum; upon reaching that maximum you gain a set number of Envoy Envoy Envoys. Look at the upper right corner of the government to check the exact details. There are three different levels of influence gain (four in Gathering Storm), depending on how advanced your government is:

The initial Chiefdom government earns only 1 point per turn, and grants 1 Envoy Envoy Envoy at 100 points.

As mentioned above, certain abilities and Policy Cards may speed up the accumulation of Influence points.

Relations Degrees

Relations bonuses now depend both on the number of Envoy Envoy Envoys a civilization has with the particular city-state, and whether or not other civilizations have more Envoys than the player.

Special benefits are conferred to any player that has a particular number of Envoy Envoy Envoys:

  • One Envoy Envoy Envoy: Confers a bonus yield to the player's Capital Capital Capital.
  • Three Envoy Envoy Envoys: Confers additional bonus yields to cities with a particular kind of district. (In Rise and Fall this involves the presence of a Tier 1 building in the district, not just the district.) Also enables Suzerain status, if the player has more Envoys than any other civilization.
  • Six Envoy Envoy Envoys: Doubles the previous district-based bonus. In Rise and Fall this bonus is again based on the presence of a building in the district, this time a Tier 2 one.

The types of the yields conferred depend on the type of the City-State. Check the table below for more information on that.

As for diplomatic relations, the only possible statuses a city-state may have with a particular civilization are Neutral, Suzerain and At war. A player becomes the Suzerain of a city-state when he or she has a minimum of three Envoy Envoy Envoys with it, and more Envoys with it than any other civilization. On the other hand, a City-State cannot declare war on its own, unless you provide it with a Casus Belli, such as consciously violating its borders, or attacking its units. Also, a City-State will automatically declare war on any party its Suzerain is at war with. At this point it will stop providing any benefits to you (meaning that you will lose the additional yields it confers), but you will retain your Envoys with it.

In the beginning of the game all City-States are Neutral toward all players, since no one has sent any Envoy Envoy Envoys yet. As the game develops and civilizations start their diplomatic activity, each City-State will acquire a Suzerain. That Suzerain may change numerous times, as other civilizations also court the City-State. However, if two civilizations have the same number of Envoys with a City-State, it won't choose either for Suzerain and prefer to become Neutral again.

Note that the Loyalty system introduced in Rise and Fall will not majorly influence a City-State. While it is possible to turn a City-State into your empire peacefully via exerting Loyalty, to do so is extremely difficult, as the City-State has a large counter against foreign pressure.

Conquering and Liberating City-States

City-States often become targets of bigger civilizations which want to expand; and unless they have a really strong military (or the attacker has dedicated laughable resources), the City-State may get conquered. When this happens, it becomes part of the conqueror's empire, losing all its special effects and becoming just another city. The usual effects of Conquered cities apply, such as loss of some Citizen Population, damaged buildings in the City Center, etc. However, the city will not pass through the 'Occupied' state, since its national leaders have been effectively wiped out and its population doesn't have any hope for liberation. Also, all other civilizations which have had any Envoys assigned in this City-State will lose them, and won't be able to enjoy its effects anymore.

After the Protectorate War Casus Belli has been unlocked, a Suzerain of a City-State which gets attacked or conquered will be able to declare such a war to the aggressor civilization. This is considered one of the most noble causes for war and will cost no Warmonger points, unless you don't limit yourself with just liberating the City-State in question. Also, in Gathering Storm attacking a City-State will earn Grievances Grievances Grievances with all nations which have Envoys there, and double Grievances with its Suzerain.

Conquered City-States, unlike in V, can be Razed, and thus if a rival conquers a city-state which has suzerain bonuses you deem useful be wary that you are at risk of permanently losing said bonus! That being said, AI will very rarely raze them. If any civilization which wrestles this city from their conqueror in the future chooses to Liberate it, it will regain its Independence and all its former qualities. Its Territory will also expand (due to the liberator receiving free Envoys with it). City-States which have been Liberated will choose their liberator for Suzerain, automatically assigning a number of Envoy Envoy Envoys to it: 3 if the liberation occurred up to the Medieval Era, 6 if it occurred during the Renaissance or Industrial Eras, and 9 during later Eras.

Of course, from this point on, the City-State will start developing normally again; although it will take it some time to rebuild its economy, etc. Also, other nations will be able again to send Envoys there and change its loyalties.

City-State Benefits

The benefits of befriending city-states have changed substantially since Civilization V. City-states still have types, such as Religious and Cultural, and confer bonuses related to them. Most come in the form of yields of some kind, according to the type of the city-state - for example, bonus Faith Faith in Holy Sites for Religious ones, or bonus Culture Culture in Theater Squares from Cultural ones. Despite being quite simple, these bonuses add up considerably with the development of an empire, and may aid substantially the development of an otherwise weak nation.

Rise and Fall brings additional changes to this system, making it more difficult to use the bonuses - you will now need specific Buildings in the respective districts, in order to enjoy the bonuses (Tier 1 Building for the 3-Envoy bonus and Tier 2 for the 6-Envoy bonus).

In addition to the simple yield bonuses, however, each city-state now also provides a powerful unique bonus to its Suzerain. Players who desire these specific bonuses will have to compete with other players to get them instead of searching for another city-state that offers the same bonus.

Additionally, the Suzerain of a city-state gains a number of other benefits:

  • The city-state follows you into war and peace with other civilizations;
  • Their territory becomes Friendly; that means that your units may enter it, Heal there at accelerated rate and even Upgrade;
  • Your Builder units may improve city-state tiles;
  • You are given vision of 3 tiles around the city-state, as well as vision provided by their units;
  • You can pay Gold Gold to temporarily take control of the city-state's military; and
  • Gain access to all the city-state's resources.
  • GS-Only +1 Diplomatic Favor Diplomatic Favor/turn

Types of City-States

Type Color 1 Envoy 3 Envoys 6 Envoys
Trade Yellow +4 Gold Gold in the Capital Capital Capital. +4 Gold Gold in every Commercial Hub district

R&F-Only +4 Gold Gold in every Market building.

GS-Only +2 Gold Gold in every Market and Lighthouse building.

Additional +4 Gold Gold in every Commercial Hub district

R&F-Only +4 Gold Gold in every Bank building.

GS-Only +2 Gold Gold in every Bank and Shipyard building.

Religious White +2 Faith Faith in the Capital Capital Capital. +2 Faith Faith in every Holy Site district

R&F-Only +2 Faith Faith in every Shrine building.

Additional +2 Faith Faith in every Holy Site district

R&F-Only +2 Faith Faith in every Temple building.

Scientific Blue +2 Science Science in the Capital Capital Capital. +2 Science Science in every Campus district

R&F-Only +2 Science Science in every Library building.

Additional +2 Science Science in every Campus district

R&F-Only +2 Science Science in every University building.

Cultural Purple +2 Culture Culture in the Capital Capital Capital. +2 Culture Culture in every Theater Square district

R&F-Only +2 Culture Culture in every Amphitheater building.

Additional +2 Culture Culture in every Theater Square district

R&F-Only +2 Culture Culture in every Art Museum and Archaeological Museum building.

Industrial Brown +2 Production Production in the Capital Capital Capital when producing wonders, buildings, and districts. +2 Production Production in every Industrial Zone district when producing wonders, buildings, and districts

R&F-Only +2 Production Production in every city with a Workshop building when producing wonders, buildings, and districts.

Additional +2 Production Production in every Industrial Zone district when producing wonders, buildings, and districts

R&F-Only +2 Production Production in every city with a Factory building when producing wonders, buildings, and districts.

Militaristic Red +2 Production Production in the Capital Capital Capital when producing units. +2 Production Production in every Encampment district when producing units

R&F-Only +2 Production Production in every city with a Barracks or Stable building when producing units.

Additional +2 Production Production in every Encampment district when producing units

R&F-Only +2 Production Production in every city with an Armory building when producing units.

Strategy

As in Civilization V, City-States are a very important part of the game, which could become the difference between winning and losing. Compared to the previous game, however, the competition for influencing City-States is both more targeted and more broad. It is more targeted because of the unique Suzerain bonuses of each individual City-State (which may suit one player's goals better than these of another player); it is more broad because the Diplomatic Victory in Gathering Storm no longer depends on City-States. Influencing these cities is more a question of gameplay aid than a crucial element of victory.

In order to make the best use of the City-State bonus system, you must first understand how exactly it works. The first kind of bonuses (i.e. the yield bonuses to the Capital Capital Capital and all cities with a particular district, received with 1, 3 and 6 Envoy Envoy Envoys respectively), which we will call "general" bonuses, stay with you throughout the game (unless the City-State is conquered by another civilization, of course). However, you will have to fight for the Suzerain bonuses by competing constantly with other nations to earn more Envoy Envoy Envoys than anyone else. Of course, both depend mostly on your sending out your Envoys.

Earning Envoys is comparatively easy, and it happens naturally as you progress through the game (especially if you're strong in Culture Culture - many Civics grant free Envoys). How you choose to use them is another, more vital matter. Sometimes it will be more beneficial to spread them around different City-States so that you earn their general bonuses, instead of concentrating them in 1-2 specific City-States in an attempt to earn their Suzerainty.

The first general bonus of each City-State activates with a single Envoy Envoy Envoy, so if you're the first player to meet a City-State and get a free Envoy Envoy Envoy for doing so, you'll immediately reap the benefits of the bonus. This can help immensely in the early game, when your Capital Capital Capital is your only city - every single City-State you meet first will already boost your Capital Capital Capital's yields! This is one of the reasons exploration is so important in the beginning.

The other general bonuses, however, only work in cities with a particular district (or district building in Rise and Fall). This means that if you don't have this district anywhere, there is simply no use to rush and get 3 (much less 6) Envoy Envoy Envoys with a City-State. Instead, send them to other City-States and earn their first general bonuses. Only later, when your districts are up and running, should you go for the higher general bonuses - each of them will work on every city with a particular district, even without Suzerainty.

However, if you can make use of a particular City-State's Suzerain bonus early in the game, then you should go for it! Carefully analyse the bonuses of the City-States you've found, and see if you have use for them. Some bonuses, such as Toronto's, will only become useful much later in the game; others, like Brussels' or Geneva's, can be useful right away.

In any case, you should be ready to adjust your strategy on the fly. Do you lack Gold Gold income? Look to influence a Trade City-State! Are you going to war, or in need of units? Go for a Militaristic City-State! Or, you could adjust from the opposite side: have you befriended many Cultural City-States? Then go ahead and construct Theater Squares to enjoy their bonuses! If you are influencing many Trade City-States, construct Commercial Hubs, and so on.

Another way to influence City-States is by completing their quests. These are a tad more prosaic than in Civilization V, but they are still very diverse and will make you adjust strategy to complete them. You will have to decide whether this adjustment is worth it - sometimes spending time and resources just won't be worth the reward.

The quests City-States can offer include the following:

While conquering a City-State in Civilization V is almost universally regarded as not a good idea due to the severe diplomatic penalty it has, in VI there's less of a discouragement to doing so. If a City-State is in a prime location where you want a city, its bonuses are not important to you and you think you can take them on, don't hesitate to do so - really don't, since not only does the diplomatic penalty for conquest increase as time goes on, by that time the City-State might have built Walls that will take more effort to siege down, so you should do it ASAP.

Another thing to note about City-States is that if you are at war with them, they will make more of an effort to send units to take out your cities compared to V. This becomes most important to keep in mind if you are fighting a war with another Civ on one side of your empire who has suzerainty over a City-State on the other side of your empire; don't send all of your troops to fight the Civ and leave your other front undefended, or you might find yourself losing a city!

List of City-States and their Suzerain bonuses

Type City-State Suzerain Bonus
File:Akkad colored (Civ6).png Akkad Melee and anti-cavalry unit's attacks do full damage to the city's walls.
File:Amsterdam colored (Civ6).png Amsterdam Your Trade Route Trade Route Trade Routes to foreign cities earn +1 Gold Gold for each Luxury resource at the destination.
File:Antananarivo colored (Civ6).png Antananarivo Extra 2% Culture Culture with every Great Person ever earned.
File:Antioch colored (Civ6).png Antioch2 R&F-Only Your Trade Route Trade Route Trade Routes to foreign cities earn +1 Gold Gold for each Luxury resource at the destination.
File:Armagh colored (Civ6).png Armagh Builders can construct the Monastery improvement, which provides Faith Faith and heals religious units.
File:Auckland colored (Civ6).png Auckland Additional Production Production for Coastal tiles.
File:Babylon colored (Civ6).png Babylon3 R&F-Only +2 Science Science from each Great Work of Writing Great Work of Writing. +1 Science Science from each Relic Relic and Artifact Artifact.
File:Bandar Brunei colored (Civ6).png Bandar Brunei1 Your Trading Post Trading Post Trading Posts in foreign cities provide +1 Gold Gold to your Trade Route Trade Route Trade Routes passing through or going to the city.
Bologna colored (Civ6) Bologna4 GS-Only Your districts with a building provide +1 Great Person Great Person Great Person point of their type (Great Writer Great Writer, Great Artist Great Artist, and Great Musician Great Musician for Theater Square districts with a building).
File:Buenos Aires colored (Civ6).png Buenos Aires Your Bonus resources behave like Luxury resources, providing 1 Amenities Amenity per type.
File:Brussels colored (Civ6).png Brussels Your cities get +15% Production Production towards wonders.
File:Cahokia colored (Civ6).png Cahokia GS-Only Your Builders can now make Cahokia Mounds improvements, which provide Gold Gold and HousingHousing.
File:Cardiff colored (Civ6).png Cardiff GS-Only Cities receive +2 Power Power for every Harbor building.
File:Carthage colored (Civ6).png Carthage Your Encampment districts provide +1 Trade Route Trade Route Trade Route capacity each.

R&F-Only Land combat units are 20% cheaper to purchase with Gold Gold for each Encampment district building in that city.

File:Fez colored (Civ6).png Fez GS-Only When you use a unit to convert a city for the first time, gain 20 ScienceScience per CitizenPopulation of that city.
File:Geneva colored (Civ6).png Geneva Your cities earn +15% Science Science whenever you are not at war with any civilization.
File:Granada colored (Civ6).png Granada Builders can construct the Alcazar improvement, which protects military units and provides Culture Culture.
File:Hattusa colored (Civ6).png Hattusa Provides you with 1 of each Strategic resource you have revealed but do not own.

GS-Only Provides you with 2 of each Strategic resource per turn you have revealed but do not own.

File:Hong Kong colored (Civ6).png Hong Kong Your cities get +20% Production Production towards city projects.
File:Jakarta colored (Civ6).png Jakarta Your trading posts at international destinations grant +1 additional Gold Gold to all trade routes that pass through them.
File:Jerusalem colored (Civ6).png Jerusalem Automatically converts to the Religion you founded, and exerts pressure for that Religion as if it were a Holy City.

R&F-Only Your cities with Holy Sites exert pressure as if they were Holy Cities (4x Religion pressure in all cities within 10 tiles).

File:Kabul colored (Civ6).png Kabul Your units receive double experience from battles they initiate.
File:Kandy colored (Civ6).png Kandy Receive a Relic Relic every time you discover a new natural wonder, and earn +50% Faith Faith from all Relic Relics.
File:Kumasi colored (Civ6).png Kumasi Your Trade Route Trade Route Trade Routes to any city-state provide +2 Culture Culture and +1 Gold Gold for every specialty district in the origin city.
File:La Venta colored (Civ6).png La Venta Your Builders can now make Colossal Head improvements. (A tile improvement that produces +2 Faith Faith)
File:Lisbon colored (Civ6).png Lisbon Your Trader units are immune to being plundered on water tiles.
File:Mexico City colored (Civ6).png Mexico City5 GS-Only Regional effects from your Industrial Zone and Entertainment districts reach 3 tiles farther.
File:Mohenjo Daro colored (Civ6).png Mohenjo Daro Your cities have full Housing Housing from water, as if they were all next to a River.
File:Muscat colored (Civ6).png Muscat Bonus Amenities Amenities in cities with a Commercial Hub.
File:Nan Madol colored (Civ6).png Nan Madol Your districts on or next to Coast tiles provide +2 Culture Culture.
File:Nazca colored (Civ6).png Nazca GS-Only Your builders can now make Nazca Lines improvements, which provide Faith Faith on flat Desert tiles.
File:Ngazargamu colored (Civ6).png Ngazargamu6 GS-Only Land combat or support units are 20% cheaper to purchase with Gold Gold for each Encampment district building in that city.
File:Palenque colored (Civ6).png Palenque Improved City growth for cities with a Campus.
File:Preslav colored (Civ6).png Preslav Your light and heavy cavalry units have +5 Strength Strength when fighting on hill tiles.

R&F-Only You receive +2 Loyalty per turn in cities for each Encampment district building.

File:Rapa Nui colored (Civ6).png Rapa Nui GS-Only Your builders can now make Moai improvements, which provide Culture Culture and Tourism Tourism.
File:Seoul colored (Civ6).png Seoul When you enter a new era, earn 1 random Eureka Eureka from that era.
File:Stockholm colored (Civ6).png Stockholm Your districts provide +1 Great Person Great Person point of their type (Great Writer Great Writer, Great Artist Great Artist, and Great Musician Great Musician for Theater Square districts).

R&F-Only Your districts with a building provide +1 Great Person Great Person Great Person point of their type (Great Writer Great Writer, Great Artist Great Artist, and Great Musician Great Musician for Theater Square districts with a building).

File:Toronto colored (Civ6).png Toronto Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther.
File:Valletta colored (Civ6).png Valletta City Center buildings and Encampment district buildings can be bought with Faith Faith. Cost of purchasing Ancient, Medieval, and Renaissance Walls is reduced, but they can only be bought with Faith Faith.
File:Vilnius colored (Civ6).png Vilnius When you enter a new era, earn 1 random Inspiration Inspiration Inspiration from that era.

R&F-Only For the highest active Alliance Level all your Theater Square districts receive +50% adjacency bonus.

File:Yerevan colored (Civ6).png Yerevan Your Apostle units can choose from any possible promotion instead of receiving a random promotion.
File:Zanzibar colored (Civ6).png Zanzibar Receive the Cinnamon Cinnamon Cinnamon and Cloves Cloves Cloves Luxury resources. These cannot be earned any other way in the game, and provide 6 Amenity Amenity Amenities each.

† Available with the Vikings Scenario Pack DLC.
1 Replaced Jakarta in the Fall 2017 Update.
2 Replaced Amsterdam in the Rise and Fall expansion.
3 Replaced Seoul in the Rise and Fall expansion.
4 Replaced Stockholm in the Gathering Storm expansion.
5 Replaced Toronto in the Gathering Storm expansion.
6 Replaced Carthage in the Gathering Storm expansion.


Scenario-Specific City-States

Conquests of Alexander

Because the player cannot obtain Envoys in Conquests of Alexander, it is not possible to interact with city-states diplomatically. As such, city-states do not provide any envoy bonuses or Suzerain bonuses.

Icon City-State Suzerain Bonus
File:Athens colored (Civ6).png Athens Not applicable.
File:Marakanda colored (Civ6).png Marakanda Not applicable.
File:Patala colored (Civ6).png Patala Not applicable.

Gifts of the Nile

Type City-State Suzerain Bonus
File:Militaristic City-State colored (Civ6).png Ashmunein None.
File:Cultural City-State colored (Civ6).png Bahariya Your Trading Posts at international destinations grant +1 additional Gold Gold to all Trade Route Trade Route trade routes that pass through them.
File:Trade City-State colored (Civ6).png Byblos Your bonus resources behave like luxury resources, providing +1 Amenities Amenity per resource.
File:Cultural City-State colored (Civ6).png Dakhla Your Trading Posts at international destinations grant +1 additional Gold Gold to all Trade Route Trade Route trade routes that pass through them.
File:Militaristic City-State colored (Civ6).png Ihnasiya None.
File:Trade City-State colored (Civ6).png Irem Your trade routes to foreign cities earn +1 Gold Gold for each luxury resource.
File:Religious City-State colored (Civ6).png Kharga Your Trading Posts at international destinations grant +1 additional Gold Gold to all Trade Route Trade Route trade routes that pass through them.
File:Militaristic City-State colored (Civ6).png Nekhen None.
File:Religious City-State colored (Civ6).png On None.
File:Trade City-State colored (Civ6).png Punt Receive the Cinnamon Cinnamon Cinnamon and Cloves Cloves Cloves luxury resources. They cannot be earned any other way in the game, and provide 6 Amenities Amenities each.
File:Industrial City-State colored (Civ6).png Serabit el-Khadim Provides you with 1 copy of each strategic resource you have revealed but do not own.
File:Scientific City-State colored (Civ6).png Sharuhen None.
File:Militaristic City-State colored (Civ6).png Thinis None.

Jadwiga's Legacy

Icon City-State Suzerain Bonus
File:Trade City-State colored (Civ6).png Gdańsk Trade Route Trade Route Trade Routes to any City-State provide +5 Gold Gold for every specialty district in the origin city.
File:Cultural City-State colored (Civ6).png Prague Your districts provide +1 Great Person Great Person Great Person point of their type (both Great Writer Great Writer and Great Artist Great Artist points for Theater Square districts).
File:Militaristic City-State colored (Civ6).png Vienna Pay half the usual cost to levy city-state units.

Outback Tycoon

Icon City-State Suzerain Bonus
File:New South Wales colored (Civ6).png New South Wales No Suzerain bonus.

Path to Nirvana

Type City-State Suzerain Bonus
File:Trade City-State colored (Civ6).png Dali Provides +1 Amenities Amenities Amenities in cities with a Commercial Hub district.
File:Religious City-State colored (Civ6).png Delhi Your Trade Route Trade Route Trade Routes to any city-state provide +2 Faith Faith for every specialty district in the origin city.
File:Trade City-State colored (Civ6).png Gaochang Provides +1 Amenities Amenities Amenities in cities with a Commercial Hub district.
File:Maritime City-State colored (Civ6).png Goa Your districts on or next to Coast tiles provide +2 Faith Faith.
File:Maritime City-State colored (Civ6).png Heian Your districts on or next to Coast tiles provide +2 Faith Faith.
File:Religious City-State colored (Civ6).png Kaesong Your Trade Route Trade Route Trade Routes to any city-state provide +2 Faith Faith for every specialty district in the origin city.
File:Religious City-State colored (Civ6).png Kashgar Your Trade Route Trade Route Trade Routes to foreign cities earn +1 Faith Faith for each Luxury resource at the destination.
File:Trade City-State colored (Civ6).png Khotan Provides +1 Amenities Amenities Amenities in cities with a Commercial Hub district.
File:Cultural City-State colored (Civ6).png Kucha Your Trading Posts in foreign cities provide +1 Culture Culture to your Trade Route Trade Route Trade Routes passing through or going to the city.
File:Industrial City-State colored (Civ6).png Lamphun Your Bonus resources behave like Luxury resources, providing 1 Amenities Amenities Amenity per type.
File:Religious City-State colored (Civ6).png Lamuri Your Trade Route Trade Route Trade Routes to any city-state provide +2 Faith Faith for every specialty district in the origin city.
File:Religious City-State colored (Civ6).png Malabang Your Trade Route Trade Route Trade Routes to any city-state provide +2 Faith Faith for every specialty district in the origin city.
File:Religious City-State colored (Civ6).png Pagan Your Trade Route Trade Route Trade Routes to any city-state provide +2 Faith Faith for every specialty district in the origin city.
File:Trade City-State colored (Civ6).png Palembang Provides +1 Amenities Amenities Amenities in cities with a Commercial Hub district.
File:Trade City-State colored (Civ6).png Samarkand Provides +1 Amenities Amenities Amenities in cities with a Commercial Hub district.
File:Religious City-State colored (Civ6).png Somnath Your Trade Route Trade Route Trade Routes to any city-state provide +2 Faith Faith for every specialty district in the origin city.
File:Industrial City-State colored (Civ6).png Temasek Your Bonus resources behave like Luxury resources, providing 1 Amenities Amenities Amenity per type.
File:Maritime City-State colored (Civ6).png Thăng Long Your districts on or next to Coast tiles provide +2 Faith Faith.
File:Maritime City-State colored (Civ6).png Tondo Your districts on or next to Coast tiles provide +2 Faith Faith.
File:Religious City-State colored (Civ6).png Turpan Your Trade Route Trade Route Trade Routes to any city-state provide +2 Faith Faith for every specialty district in the origin city.
File:Industrial City-State colored (Civ6).png Ujjain Your Bonus resources behave like Luxury resources, providing 1 Amenities Amenities Amenity per type.
File:Religious City-State colored (Civ6).png Vijaya Your Trade Route Trade Route Trade Routes to any city-state provide +2 Faith Faith for every specialty district in the origin city.
File:Industrial City-State colored (Civ6).png Xingqing Your Bonus resources behave like Luxury resources, providing 1 Amenities Amenities Amenity per type.
File:Cultural City-State colored (Civ6).png Zhongjing Your Trading Posts in foreign cities provide +1 Culture Culture to your Trade Route Trade Route Trade Routes passing through or going to the city.

Vikings, Traders, and Raiders!

Type City-State
File:Religious City-State colored (Civ6).png Al-Qayrawan
File:Militaristic City-State colored (Civ6).png Apuolė
File:Militaristic City-State colored (Civ6).png Arles
File:Trade City-State colored (Civ6).png Asilah
File:Trade City-State colored (Civ6).png Balarm
File:Militaristic City-State colored (Civ6).png Dùn Breatann
File:Militaristic City-State colored (Civ6).png Eoforwic
File:Militaristic City-State colored (Civ6).png Iruñea
File:Trade City-State colored (Civ6).png Pisa
File:Religious City-State colored (Civ6).png Roma
File:Religious City-State colored (Civ6).png Tamworth
File:Religious City-State colored (Civ6).png Thetford
File:Trade City-State colored (Civ6).png Tmutarakan
File:Trade City-State colored (Civ6).png Venèxia
File:Militaristic City-State colored (Civ6).png Wintanceaster
File:Trade City-State colored (Civ6).png Wòlin
File:Religious City-State colored (Civ6).png Xixón

Related achievements

Holy Righteous Queen Tamar
Holy Righteous Queen Tamar
As Tamar, have every city-state in the game following the religion you founded.
The title given to Tamar by the Georgian Orthodox Church.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.