(→List of City-States and their Suzerain bonuses: changed color of Bologna to proper blue, because its a science city state) Tag: Visual edit |
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− | {{Civ6Nav}}<br />'''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 [[Victory (Civ6)#Diplomacy|Diplomatic Victories]] (available only in ''[[Civilization VI: Gathering Storm|Gathering Storm]]'') now stem from major [[Civilizations (Civ6)|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. |
+ | {{Civ6Nav}}<br />[[File:City-state (Civ6).png|thumb]]'''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 [[Victory (Civ6)#Diplomacy|Diplomatic Victories]] (available only in ''[[Civilization VI: Gathering Storm|Gathering Storm]]'') now stem from major [[Civilizations (Civ6)|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? == |
== What is a City-State? == |
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− | 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 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. |
+ | 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. |
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⚫ | |||
== 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. |
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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! 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 |
+ | 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 === |
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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 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: |
+ | 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. |
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* '''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. |
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* '''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. |
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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. |
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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. |
+ | 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. |
+ | |||
+ | Finally, conquering a City-State is a reason for [[Emergency (Civ6)|Emergency]]! It is in fact one of the most frequent Emergency causes activated, since every single nation which had Envoys in this City-State would be able to call for the Emergency. |
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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 == |
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{{main|Suzerain (Civ6)}} |
{{main|Suzerain (Civ6)}} |
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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}} |
+ | 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. |
+ | ''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). |
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⚫ | 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. |
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− | Additionally, the Suzerain of a city-state gains a number of other benefits: |
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+ | Additionally, the Suzerain of a city-state gains a number of other benefits (such as usage of its Resources), which you will find in the main article. One of the more interesting of those is the opportunity to '''levy '''the City-State's army, instantly boosting your own! Since ''Gathering Storm ''this option has become far more attractive, especially for surprise rushes against an unsuspecting enemy, or quick defense against a surprise aggression. Note that levied units will only remain around for 30 turns, after which they will return under the control of their city - plan accordingly! |
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− | * The city-state follows you into war and peace with other civilizations; |
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− | * Their [[Territory (Civ6)|territory]] becomes [[Territory (Civ6)#Friendly territory|Friendly]]; that means that your units may enter it, Heal there at accelerated rate and even Upgrade; |
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− | * Your [[Builder (Civ6)|Builder]] units may improve city-state tiles; |
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− | * You are given vision of 3 tiles around the city-state, as well as vision provided by their units; |
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− | * You can pay {{Gold6}} to temporarily take control of the city-state's military; and |
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− | * Gain access to all the city-state's [[Resources (Civ6)|resources]]. |
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==Types of City-States== |
==Types of City-States== |
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{| class="article-table" |
{| class="article-table" |
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+ | ! Icon |
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! Type |
! Type |
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− | ! Color |
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! 1 Envoy |
! 1 Envoy |
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! 3 Envoys |
! 3 Envoys |
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! 6 Envoys |
! 6 Envoys |
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|- |
|- |
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+ | | [[File:Trade City-State colored (Civ6).png|36px]] |
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| Trade |
| Trade |
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− | | Yellow |
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| +4 {{Gold6}} in the {{capital6}} Capital. |
| +4 {{Gold6}} in the {{capital6}} Capital. |
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| +4 {{Gold6}} in every {{Link6|Commercial Hub}} [[District (Civ6)|district]] |
| +4 {{Gold6}} in every {{Link6|Commercial Hub}} [[District (Civ6)|district]] |
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{{GS}} +2 {{Gold6}} in every [[Bank (Civ6)|Bank]] and [[Shipyard (Civ6)|Shipyard]] building. |
{{GS}} +2 {{Gold6}} in every [[Bank (Civ6)|Bank]] and [[Shipyard (Civ6)|Shipyard]] building. |
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|- |
|- |
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+ | | [[File:Religious City-State colored (Civ6).png|36px]] |
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| Religious |
| Religious |
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− | | White |
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| +2 {{Faith6}} in the {{capital6}} Capital. |
| +2 {{Faith6}} in the {{capital6}} Capital. |
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| +2 {{Faith6}} in every {{Link6|Holy Site}} [[District (Civ6)|district]] |
| +2 {{Faith6}} in every {{Link6|Holy Site}} [[District (Civ6)|district]] |
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{{R&F}} +2 {{Faith6}} in every [[Temple (Civ6)|Temple]] building. |
{{R&F}} +2 {{Faith6}} in every [[Temple (Civ6)|Temple]] building. |
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|- |
|- |
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+ | | [[File:Scientific City-State colored (Civ6).png|36px]] |
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| Scientific |
| Scientific |
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− | | Blue |
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| +2 {{Science6}} in the {{capital6}} Capital. |
| +2 {{Science6}} in the {{capital6}} Capital. |
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| +2 {{Science6}} in every {{Link6|Campus}} [[District (Civ6)|district]] |
| +2 {{Science6}} in every {{Link6|Campus}} [[District (Civ6)|district]] |
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{{R&F}} +2 {{Science6}} in every [[University (Civ6)|University]] building. |
{{R&F}} +2 {{Science6}} in every [[University (Civ6)|University]] building. |
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|- |
|- |
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+ | | [[File:Cultural City-State colored (Civ6).png|36px]] |
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| Cultural |
| Cultural |
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− | | Purple |
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| +2 {{Culture6}} in the {{capital6}} Capital. |
| +2 {{Culture6}} in the {{capital6}} Capital. |
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| +2 {{Culture6}} in every {{Link6|Theater Square}} [[District (Civ6)|district]] |
| +2 {{Culture6}} in every {{Link6|Theater Square}} [[District (Civ6)|district]] |
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{{R&F}} +2 {{Culture6}} in every [[Art Museum (Civ6)|Art Museum]] and [[Archaeological Museum (Civ6)|Archaeological Museum]] building. |
{{R&F}} +2 {{Culture6}} in every [[Art Museum (Civ6)|Art Museum]] and [[Archaeological Museum (Civ6)|Archaeological Museum]] building. |
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|- |
|- |
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+ | | [[File:Industrial City-State colored (Civ6).png|36px]] |
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| Industrial |
| Industrial |
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− | | Brown |
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| +2 {{Production6}} in the {{capital6}} Capital when producing [[Wonder (Civ6)|wonders]], [[Buildings (Civ6)|buildings]], and [[District (Civ6)|districts]]. |
| +2 {{Production6}} in the {{capital6}} Capital when producing [[Wonder (Civ6)|wonders]], [[Buildings (Civ6)|buildings]], and [[District (Civ6)|districts]]. |
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| +2 {{Production6}} in every {{Link6|Industrial Zone}} [[District (Civ6)|district]] when producing [[Wonder (Civ6)|wonders]], [[Buildings (Civ6)|buildings]], and [[District (Civ6)|districts]] |
| +2 {{Production6}} in every {{Link6|Industrial Zone}} [[District (Civ6)|district]] when producing [[Wonder (Civ6)|wonders]], [[Buildings (Civ6)|buildings]], and [[District (Civ6)|districts]] |
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{{R&F}} +2 {{Production6}} in every city with a [[Factory (Civ6)|Factory]] building when producing [[Wonders (Civ6)|wonders]], [[Buildings (Civ6)|buildings]], and [[Districts (Civ6)|districts]]. |
{{R&F}} +2 {{Production6}} in every city with a [[Factory (Civ6)|Factory]] building when producing [[Wonders (Civ6)|wonders]], [[Buildings (Civ6)|buildings]], and [[Districts (Civ6)|districts]]. |
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|- |
|- |
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+ | | [[File:Militaristic City-State colored (Civ6).png|36px]] |
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| Militaristic |
| Militaristic |
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− | | Red |
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| +2 {{Production6}} in the {{capital6}} Capital when producing [[Units (Civ6)|units]]. |
| +2 {{Production6}} in the {{capital6}} Capital when producing [[Units (Civ6)|units]]. |
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| +2 {{Production6}} in every {{Link6|Encampment}} [[District (Civ6)|district]] when producing [[Units (Civ6)|units]] |
| +2 {{Production6}} in every {{Link6|Encampment}} [[District (Civ6)|district]] when producing [[Units (Civ6)|units]] |
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{{R&F}} +2 {{Production6}} in every city with an [[Armory (Civ6)|Armory]] building when producing [[Units (Civ6)|units]]. |
{{R&F}} +2 {{Production6}} in every city with an [[Armory (Civ6)|Armory]] building when producing [[Units (Civ6)|units]]. |
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+ | |- |
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+ | | [[File:Maritime City-State colored (Civ6).png|36px]] |
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+ | | Maritime<sup>1</sup> |
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+ | | +2 {{Food6}} in the {{Capital6}} Capital. |
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+ | | +2 {{Food6}} in every {{Link6|Harbor}} district. |
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+ | | Additional +2 {{Food6}} in every {{Link6|Harbor}} district. |
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|} |
|} |
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+ | |||
+ | <sup>1</sup>{{Link6|Path to Nirvana}} scenario only. |
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== Strategy == |
== Strategy == |
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* Send a {{TradeRoute6}} [[Trade Route (Civ6)|Trade Route]] to the city-state. |
* Send a {{TradeRoute6}} [[Trade Route (Civ6)|Trade Route]] to the city-state. |
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* Destroy a [[Barbarian (Civ6)|Barbarian Outpost]] within 5 tiles of the city-state. |
* Destroy a [[Barbarian (Civ6)|Barbarian Outpost]] within 5 tiles of the city-state. |
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− | 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 (Civ6)|Walls]] that will take more effort to siege down, so you should do it ASAP. |
+ | 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 (Civ6)|Walls]] that will take more effort to siege down, so you should do it ASAP. (In ''Gathering Storm'', city-states begin the game with Ancient Walls on Immortal [[Difficulty (Civ6)|Difficulty]] and above.) |
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! |
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! |
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| data-sort-value="Militaristic" |[[File:Akkad colored (Civ6).png|link=Akkad (Civ6)|32px]] |
| data-sort-value="Militaristic" |[[File:Akkad colored (Civ6).png|link=Akkad (Civ6)|32px]] |
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− | |[[Akkad (Civ6)|Akkad]] |
+ | |[[Akkad (Civ6)|Akkad]] {{GS}} |
− | |Melee and anti-cavalry |
+ | |Melee and anti-cavalry units' attacks do full damage to the city's walls. |
|- |
|- |
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| data-sort-value="Trade" |[[File:Amsterdam colored (Civ6).png|link=Amsterdam (Civ6)|32px]] |
| data-sort-value="Trade" |[[File:Amsterdam colored (Civ6).png|link=Amsterdam (Civ6)|32px]] |
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| data-sort-value="Cultural" |[[File:Antananarivo colored (Civ6).png|link=Antananarivo (Civ6)|32px]] |
| data-sort-value="Cultural" |[[File:Antananarivo colored (Civ6).png|link=Antananarivo (Civ6)|32px]] |
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|[[Antananarivo (Civ6)|Antananarivo]]† |
|[[Antananarivo (Civ6)|Antananarivo]]† |
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− | |Extra 2% {{Culture6}} with every [[Great People (Civ6)|Great Person]] ever earned. |
+ | |Extra 2% {{Culture6}} with every [[Great People (Civ6)|Great Person]] ever earned (up to 30%). |
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|- |
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| data-sort-value="Trade" |[[File:Antioch colored (Civ6).png|link=Antioch (Civ6)|32px]] |
| data-sort-value="Trade" |[[File:Antioch colored (Civ6).png|link=Antioch (Civ6)|32px]] |
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| data-sort-value="Industrial" |[[File:Auckland colored (Civ6).png|link=Auckland (Civ6)|32px]] |
| data-sort-value="Industrial" |[[File:Auckland colored (Civ6).png|link=Auckland (Civ6)|32px]] |
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|[[Auckland (Civ6)|Auckland]]† |
|[[Auckland (Civ6)|Auckland]]† |
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+ | |Shallow water tiles worked by {{Population6}} Citizens provide +1 {{Production6}}. Additional +1 {{Production6}} when you reach the [[Industrial Era (Civ6)|Industrial Era]]. |
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− | |Additional {{Production6}} for Coastal tiles. |
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|- |
|- |
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| data-sort-value="Scientific" |[[File:Babylon colored (Civ6).png|link=Babylon (Civ6)|32px]] |
| data-sort-value="Scientific" |[[File:Babylon colored (Civ6).png|link=Babylon (Civ6)|32px]] |
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|Your cities get +15% {{Production6}} towards [[Wonder (Civ6)|wonders]]. |
|Your cities get +15% {{Production6}} towards [[Wonder (Civ6)|wonders]]. |
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|- |
|- |
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− | | data-sort-value=" |
+ | | data-sort-value="Cultural" |[[File:Caguana colored (Civ6).png|link=Caguana (Civ6)|32px]] |
+ | |[[Caguana (Civ6)|Caguana]]‡ |
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+ | |[[Builder (Civ6)|Builders]] can construct Bateys, which provides {{Culture6}} and {{Tourism6}}. |
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+ | |- |
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+ | | data-sort-value="Trade" |[[File:Cahokia colored (Civ6).png|link=Cahokia (Civ6)|32px]] |
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|[[Cahokia (Civ6)|Cahokia]] {{GS}} |
|[[Cahokia (Civ6)|Cahokia]] {{GS}} |
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− | |Your Builders can now make [[Cahokia Mounds (Civ6)|Cahokia Mounds]] improvements, which provide {{Gold6}} and {{HousingIcon6}}[[Housing (Civ6)|Housing]]. |
+ | |Your Builders can now make [[Cahokia Mounds (Civ6)|Cahokia Mounds]] improvements, which provide {{Gold6}} and {{HousingIcon6}} [[Housing (Civ6)|Housing]]. |
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|- |
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| data-sort-value="Industrial" |[[File:Cardiff colored (Civ6).png|link=Cardiff (Civ6)|32px]] |
| data-sort-value="Industrial" |[[File:Cardiff colored (Civ6).png|link=Cardiff (Civ6)|32px]] |
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Line 236: | Line 248: | ||
{{R&F}} Land combat [[Units (Civ6)|units]] are 20% cheaper to purchase with {{Gold6}} for each [[Encampment (Civ6)|Encampment]] district building in that city. |
{{R&F}} Land combat [[Units (Civ6)|units]] are 20% cheaper to purchase with {{Gold6}} for each [[Encampment (Civ6)|Encampment]] district building in that city. |
||
|- |
|- |
||
− | | data-sort-value="Scientific" |[[File:Fez (Civ6).png|link=Fez (Civ6)|32px]] |
+ | | data-sort-value="Scientific" |[[File:Fez colored (Civ6).png|link=Fez (Civ6)|32px]] |
|[[Fez (Civ6)|Fez]] {{GS}} |
|[[Fez (Civ6)|Fez]] {{GS}} |
||
− | |When you use a unit to convert a city for the first time, gain 20 {{ScienceIcon6}}[[Science (Civ6)|Science]] per {{CitizenIcon6}}[[Population (Civ6)|Population]] of that city. |
+ | |When you use a unit to convert a city for the first time, gain 20 {{ScienceIcon6}}[[Science (Civ6)|Science]] per {{CitizenIcon6}} [[Population (Civ6)|Population]] of that city. |
|- |
|- |
||
| data-sort-value="Scientific" |[[File:Geneva colored (Civ6).png|link=Geneva (Civ6)|32px]] |
| data-sort-value="Scientific" |[[File:Geneva colored (Civ6).png|link=Geneva (Civ6)|32px]] |
||
Line 257: | Line 269: | ||
|[[Hong Kong (Civ6)|Hong Kong]] |
|[[Hong Kong (Civ6)|Hong Kong]] |
||
|Your cities get +20% {{Production6}} towards city projects. |
|Your cities get +20% {{Production6}} towards city projects. |
||
+ | |- |
||
+ | | data-sort-value="Trade" |[[File:Hunza colored (Civ6).png|link=Hunza (Civ6)|32px]] |
||
+ | |[[Hunza (Civ6)|Hunza]]‡ |
||
+ | |You receive +1 {{Gold6}} for every 5 tiles a {{TradeRoute6}} [[Trade Route (Civ6)|Trade Route]] travels. |
||
|- |
|- |
||
| data-sort-value="Trade" |[[File:Jakarta colored (Civ6).png|link=Jakarta (Civ6)|32px]] |
| data-sort-value="Trade" |[[File:Jakarta colored (Civ6).png|link=Jakarta (Civ6)|32px]] |
||
Line 283: | Line 299: | ||
|[[La Venta (Civ6)|La Venta]] |
|[[La Venta (Civ6)|La Venta]] |
||
|Your [[Builder (Civ6)|Builders]] can now make [[Colossal Head (Civ6)|Colossal Head]] [[Tile improvement (Civ6)|improvements]]. (A tile improvement that produces +2 {{Faith6}}) |
|Your [[Builder (Civ6)|Builders]] can now make [[Colossal Head (Civ6)|Colossal Head]] [[Tile improvement (Civ6)|improvements]]. (A tile improvement that produces +2 {{Faith6}}) |
||
+ | |- |
||
+ | | data-sort-value="Militaristic" |[[File:Lahore colored (Civ6).png|link=Lahore (Civ6)|32px]] |
||
+ | |[[Lahore (Civ6)|Lahore]]‡ |
||
+ | |You can now purchase the Nihang unique [[Unit (Civ6)|unit]] with {{Faith6}}. |
||
|- |
|- |
||
| data-sort-value="Trade" |[[File:Lisbon colored (Civ6).png|link=Lisbon (Civ6)|32px]] |
| data-sort-value="Trade" |[[File:Lisbon colored (Civ6).png|link=Lisbon (Civ6)|32px]] |
||
Line 291: | Line 311: | ||
|[[Mexico City (Civ6)|Mexico City]]<sup>5</sup> {{GS}} |
|[[Mexico City (Civ6)|Mexico City]]<sup>5</sup> {{GS}} |
||
|Regional effects from your Industrial Zone and Entertainment districts reach 3 tiles farther. |
|Regional effects from your Industrial Zone and Entertainment districts reach 3 tiles farther. |
||
+ | |- |
||
+ | | data-sort-value="Scientific" |[[File:Mitla colored (Civ6).png|link=Mitla (Civ6)|32px]] |
||
+ | |[[Mitla (Civ6)|Mitla]]†<sup>7</sup> |
||
+ | |Improved City growth for cities with a [[Campus (Civ6)|Campus]]. |
||
|- |
|- |
||
| data-sort-value="Cultural" |[[File:Mohenjo Daro colored (Civ6).png|link=Mohenjo Daro (Civ6)|32px]] |
| data-sort-value="Cultural" |[[File:Mohenjo Daro colored (Civ6).png|link=Mohenjo Daro (Civ6)|32px]] |
||
Line 329: | Line 353: | ||
|[[Seoul (Civ6)|Seoul]] |
|[[Seoul (Civ6)|Seoul]] |
||
|When you enter a new era, earn 1 random {{EurekaIcon6}} [[Eureka moment (Civ6)|Eureka]] from that era. |
|When you enter a new era, earn 1 random {{EurekaIcon6}} [[Eureka moment (Civ6)|Eureka]] from that era. |
||
+ | |- |
||
+ | | data-sort-value="Industrial" |[[File:Singapore colored (Civ6).png|link=Singapore (Civ6)|32px]] |
||
+ | |[[Singapore (Civ6)|Singapore]]‡ |
||
+ | |Your cities receive +2 {{Production6}} for each foreign civilization they have a {{TradeRoute6}} Trade Route to. |
||
|- |
|- |
||
| data-sort-value="Scientific" |[[File:Stockholm colored (Civ6).png|link=Stockholm (Civ6)|32px]] |
| data-sort-value="Scientific" |[[File:Stockholm colored (Civ6).png|link=Stockholm (Civ6)|32px]] |
||
Line 335: | Line 363: | ||
{{R&F}} Your {{Link6|district}}s with a [[Buildings (Civ6)|building]] provide +1 {{GreatPerson6}} [[Great People (Civ6)#Attracting via Great People Points|Great Person point]] of their type ({{Writer6}}, {{Artist6}}, and {{Musician6}} for {{Link6|Theater Square}} districts with a building). |
{{R&F}} Your {{Link6|district}}s with a [[Buildings (Civ6)|building]] provide +1 {{GreatPerson6}} [[Great People (Civ6)#Attracting via Great People Points|Great Person point]] of their type ({{Writer6}}, {{Artist6}}, and {{Musician6}} for {{Link6|Theater Square}} districts with a building). |
||
+ | |- |
||
+ | | data-sort-value="Scientific" |[[File:Taruga colored (Civ6).png|link=Taruga (Civ6)|32px]] |
||
+ | |[[Taruga (Civ6)|Taruga]]‡ |
||
+ | |Your cities receive +5% {{Science6}} for each different Strategic Resource they have. |
||
|- |
|- |
||
| data-sort-value="Industrial" |[[File:Toronto colored (Civ6).png|link=Toronto (Civ6)|32px]] |
| data-sort-value="Industrial" |[[File:Toronto colored (Civ6).png|link=Toronto (Civ6)|32px]] |
||
Line 343: | Line 375: | ||
|[[Valletta (Civ6)|Valletta]] |
|[[Valletta (Civ6)|Valletta]] |
||
|[[City Center (Civ6)|City Center]] buildings and [[Encampment (Civ6)|Encampment]] district buildings can be bought with {{Faith6}}. Cost of purchasing [[Ancient Walls (Civ6)|Ancient]], [[Medieval Walls (Civ6)|Medieval]], and [[Renaissance Walls (Civ6)|Renaissance Walls]] is reduced, but they can only be bought with {{Faith6}}. |
|[[City Center (Civ6)|City Center]] buildings and [[Encampment (Civ6)|Encampment]] district buildings can be bought with {{Faith6}}. Cost of purchasing [[Ancient Walls (Civ6)|Ancient]], [[Medieval Walls (Civ6)|Medieval]], and [[Renaissance Walls (Civ6)|Renaissance Walls]] is reduced, but they can only be bought with {{Faith6}}. |
||
+ | |- |
||
+ | | data-sort-value="Religious" |[[File:Vatican City colored (Civ6).png|link=Vatican City (Civ6)|32px]] |
||
+ | |[[Vatican City (Civ6)|Vatican City]]‡ |
||
+ | |When you activate a {{GreatPerson6}}[[Great Person (Civ6)|Great Person]], they spread 400 Religious pressure of your's founded (or majority) religion to cities within 10 tiles. |
||
|- |
|- |
||
| data-sort-value="Cultural" |[[File:Vilnius colored (Civ6).png|link=Vilnius (Civ6)|32px]] |
| data-sort-value="Cultural" |[[File:Vilnius colored (Civ6).png|link=Vilnius (Civ6)|32px]] |
||
Line 358: | Line 394: | ||
|Receive the {{Cinnamon6}} {{Link6|Cinnamon}} and {{Cloves6}} {{Link6|Cloves}} [[Luxury resources (Civ6)|Luxury resources]]. These cannot be earned any other way in the game, and provide 6 {{Amenity6}} {{Link6|Amenities}} each. |
|Receive the {{Cinnamon6}} {{Link6|Cinnamon}} and {{Cloves6}} {{Link6|Cloves}} [[Luxury resources (Civ6)|Luxury resources]]. These cannot be earned any other way in the game, and provide 6 {{Amenity6}} {{Link6|Amenities}} each. |
||
|} |
|} |
||
− | <nowiki>†</nowiki> Available with the [[Vikings Scenario Pack]] [[DLC (Civ6)|DLC]].<br /> |
+ | <nowiki>†</nowiki> Available with the [[Vikings Scenario Pack (Civ6)|Vikings Scenario Pack]] [[DLC (Civ6)|DLC]].<br /> |
+ | <nowiki>‡</nowiki> Available with the [[Maya & Gran Colombia Pack (Civ6)|Maya & Gran Colombia Pack]] [[DLC (Civ6)|DLC]].<br /> |
||
<sup>1</sup> Replaced [[Jakarta (Civ6)|Jakarta]] in the [[Civilization VI Fall 2017 Update|Fall 2017 Update]].<br /> |
<sup>1</sup> Replaced [[Jakarta (Civ6)|Jakarta]] in the [[Civilization VI Fall 2017 Update|Fall 2017 Update]].<br /> |
||
<sup>2</sup> Replaced [[Amsterdam (Civ6)|Amsterdam]] in the ''[[Civilization VI: Rise and Fall|Rise and Fall]]'' expansion.<br /> |
<sup>2</sup> Replaced [[Amsterdam (Civ6)|Amsterdam]] in the ''[[Civilization VI: Rise and Fall|Rise and Fall]]'' expansion.<br /> |
||
Line 365: | Line 402: | ||
<sup>5</sup> Replaced [[Toronto (Civ6)|Toronto]] in the ''[[Civilization VI: Gathering Storm|Gathering Storm]]'' expansion.<br /> |
<sup>5</sup> Replaced [[Toronto (Civ6)|Toronto]] in the ''[[Civilization VI: Gathering Storm|Gathering Storm]]'' expansion.<br /> |
||
<sup>6</sup> Replaced [[Carthage (Civ6)|Carthage]] in the ''[[Civilization VI: Gathering Storm|Gathering Storm]]'' expansion.<br /> |
<sup>6</sup> Replaced [[Carthage (Civ6)|Carthage]] in the ''[[Civilization VI: Gathering Storm|Gathering Storm]]'' expansion.<br /> |
||
+ | <sup>7 </sup>Replaced [[Palenque (Civ6)|Palenque]] in the [[Maya & Gran Colombia Pack (Civ6)|Maya & Gran Colombia Pack]] [[DLC (Civ6)|DLC]]. |
||
+ | |||
</onlyinclude> |
</onlyinclude> |
||
Line 637: | Line 676: | ||
|[[Xixón (Civ6)|Xixón]] |
|[[Xixón (Civ6)|Xixón]] |
||
|} |
|} |
||
+ | |||
+ | ===[[War Machine (Civ6)|War Machine]]=== |
||
+ | {| class="article-table sortable" |
||
+ | !Type |
||
+ | !City-State |
||
+ | |- |
||
+ | | data-sort-value="Trade" |[[File:Luxembourg colored (Civ6).png|link=Luxembourg (Civ6)|32px]] |
||
+ | |[[Luxembourg (Civ6)|Luxembourg ]] |
||
+ | |} |
||
+ | |||
+ | == Bugs == |
||
+ | <blockquote>When liberating a city state you previously conquered for yourself the city state might get "stuck" in war. While still being friendly or even suzerain of it you won't have shared visibility and unable to send any envoys to it as the arrows will be greyed out as if you'd be still at war. There is no fix to this currently.</blockquote> |
||
==Related achievements== |
==Related achievements== |
||
{{Data|Civ6|GetSteamAchievement|Holy Righteous Queen Tamar}} |
{{Data|Civ6|GetSteamAchievement|Holy Righteous Queen Tamar}} |
||
+ | {{Data|Civ6|GetSteamAchievement|New Orleans Style Spanish Rice}} |
||
{{Civ6}}<onlyinclude> |
{{Civ6}}<onlyinclude> |
Revision as of 08:02, 1 June 2020
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 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 Envoys to each one you want to befriend.
Envoys
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 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 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 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 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, Autocracy, Classical Republic): 3 points per turn; 1 Envoy Envoy granted at 100 points.
- Level 2 (Monarchy, Theocracy, Merchant Republic): 5 points per turn; 2 Envoy Envoys at 150 points.
- Level 3 (Democracy, Fascism, Communism): 7 points per turn; 3 Envoy Envoys at 200 points.
- Level 4 (Corporate Libertarianism, Digital Democracy, Synthetic Technocracy): 9 points per turn, 4 Envoy Envoys at 250 points.
The initial Chiefdom government earns only 1 point per turn, and grants 1 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 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 Envoys:
- One Envoy Envoy: Confers a bonus yield to the player's Capital Capital.
- Three 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 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 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 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 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 with all nations which have Envoys there, and double Grievances with its Suzerain.
Finally, conquering a City-State is a reason for Emergency! It is in fact one of the most frequent Emergency causes activated, since every single nation which had Envoys in this City-State would be able to call for the Emergency.
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 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 in Holy Sites for Religious ones, or bonus 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 (such as usage of its Resources), which you will find in the main article. One of the more interesting of those is the opportunity to levy the City-State's army, instantly boosting your own! Since Gathering Storm this option has become far more attractive, especially for surprise rushes against an unsuspecting enemy, or quick defense against a surprise aggression. Note that levied units will only remain around for 30 turns, after which they will return under the control of their city - plan accordingly!
Types of City-States
1Path to Nirvana scenario only.
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 and all cities with a particular district, received with 1, 3 and 6 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 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 - 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, so if you're the first player to meet a City-State and get a free 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 is your only city - every single City-State you meet first will already boost your 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 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 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:
- Train a certain unit.
- Construct a certain district.
- Trigger a Eureka for a certain tech.
- Trigger an Inspiration for a certain civic.
- Recruit a certain type of Great Person Great Person.
- Convert the city-state to your religion.
- Send a Trade Route Trade Route to the city-state.
- Destroy a Barbarian Outpost within 5 tiles of the city-state.
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. (In Gathering Storm, city-states begin the game with Ancient Walls on Immortal Difficulty and above.)
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 units' attacks do full damage to the city's walls. |
File:Amsterdam colored (Civ6).png | Amsterdam | Your Trade Route Trade Routes to foreign cities earn +1 Gold for each Luxury resource at the destination. |
File:Antananarivo colored (Civ6).png | Antananarivo† | Extra 2% Culture with every Great Person ever earned (up to 30%). |
File:Antioch colored (Civ6).png | Antioch2 | Your Trade Route Trade Routes to foreign cities earn +1 Gold for each Luxury resource at the destination. |
File:Armagh colored (Civ6).png | Armagh† | Builders can construct the Monastery improvement, which provides Faith and heals religious units. |
File:Auckland colored (Civ6).png | Auckland† | Shallow water tiles worked by Citizens provide +1 Production. Additional +1 Production when you reach the Industrial Era. |
File:Babylon colored (Civ6).png | Babylon3 | +2 Science from each Great Work of Writing. +1 Science from each Relic and Artifact. |
File:Bandar Brunei colored (Civ6).png | Bandar Brunei1 | Your Trading Post Trading Posts in foreign cities provide +1 Gold to your Trade Route Trade Routes passing through or going to the city. |
Bologna4 | Your districts with a building provide +1 Great Person Great Person point of their type ( Great Writer, Great Artist, and 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 Amenity per type. |
File:Brussels colored (Civ6).png | Brussels | Your cities get +15% Production towards wonders. |
File:Caguana colored (Civ6).png | Caguana‡ | Builders can construct Bateys, which provides Culture and Tourism. |
File:Cahokia colored (Civ6).png | Cahokia | Your Builders can now make Cahokia Mounds improvements, which provide Gold and Housing. |
File:Cardiff colored (Civ6).png | Cardiff | Cities receive +2 Power for every Harbor building. |
File:Carthage colored (Civ6).png | Carthage | Your Encampment districts provide +1 Trade Route Trade Route capacity each.
Land combat units are 20% cheaper to purchase with Gold for each Encampment district building in that city. |
File:Fez colored (Civ6).png | Fez | When you use a unit to convert a city for the first time, gain 20 Science per Population of that city. |
File:Geneva colored (Civ6).png | Geneva | Your cities earn +15% 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. |
File:Hattusa colored (Civ6).png | Hattusa | Provides you with 1 of each Strategic resource you have revealed but do not own.
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 towards city projects. |
File:Hunza colored (Civ6).png | Hunza‡ | You receive +1 Gold for every 5 tiles a Trade Route Trade Route travels. |
File:Jakarta colored (Civ6).png | Jakarta | Your trading posts at international destinations grant +1 additional 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.
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 every time you discover a new natural wonder, and earn +50% Faith from all Relics. |
File:Kumasi colored (Civ6).png | Kumasi | Your Trade Route Trade Routes to any city-state provide +2 Culture and +1 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) |
File:Lahore colored (Civ6).png | Lahore‡ | You can now purchase the Nihang unique unit with 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 | Regional effects from your Industrial Zone and Entertainment districts reach 3 tiles farther. |
File:Mitla colored (Civ6).png | Mitla†7 | Improved City growth for cities with a Campus. |
File:Mohenjo Daro colored (Civ6).png | Mohenjo Daro | Your cities have full Housing from water, as if they were all next to a River. |
File:Muscat colored (Civ6).png | Muscat† | Bonus 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. |
File:Nazca colored (Civ6).png | Nazca | Your builders can now make Nazca Lines improvements, which provide Faith on flat Desert tiles. |
File:Ngazargamu colored (Civ6).png | Ngazargamu6 | Land combat or support units are 20% cheaper to purchase with 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 when fighting on hill tiles.
You receive +2 Loyalty per turn in cities for each Encampment district building. |
File:Rapa Nui colored (Civ6).png | Rapa Nui | Your builders can now make Moai improvements, which provide Culture and Tourism. |
File:Seoul colored (Civ6).png | Seoul | When you enter a new era, earn 1 random Eureka from that era. |
File:Singapore colored (Civ6).png | Singapore‡ | Your cities receive +2 Production for each foreign civilization they have a Trade Route Trade Route to. |
File:Stockholm colored (Civ6).png | Stockholm | Your districts provide +1 Great Person point of their type ( Great Writer, Great Artist, and Great Musician for Theater Square districts).
Your districts with a building provide +1 Great Person Great Person point of their type ( Great Writer, Great Artist, and Great Musician for Theater Square districts with a building). |
File:Taruga colored (Civ6).png | Taruga‡ | Your cities receive +5% Science for each different Strategic Resource they have. |
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. Cost of purchasing Ancient, Medieval, and Renaissance Walls is reduced, but they can only be bought with Faith. |
File:Vatican City colored (Civ6).png | Vatican City‡ | When you activate a Great PersonGreat Person, they spread 400 Religious pressure of your's founded (or majority) religion to cities within 10 tiles. |
File:Vilnius colored (Civ6).png | Vilnius | When you enter a new era, earn 1 random Inspiration Inspiration from that era.
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 and Cloves Cloves Luxury resources. These cannot be earned any other way in the game, and provide 6 Amenity Amenities each. |
† Available with the Vikings Scenario Pack DLC.
‡ Available with the Maya & Gran Colombia 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.
7 Replaced Palenque in the Maya & Gran Colombia Pack DLC.
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
Jadwiga's Legacy
Icon | City-State | Suzerain Bonus |
---|---|---|
File:Trade City-State colored (Civ6).png | Gdańsk | Trade Route Trade Routes to any City-State provide +5 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 point of their type (both Great Writer and 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
Vikings, Traders, and Raiders!
War Machine
Type | City-State |
---|---|
File:Luxembourg colored (Civ6).png | Luxembourg |
Bugs
When liberating a city state you previously conquered for yourself the city state might get "stuck" in war. While still being friendly or even suzerain of it you won't have shared visibility and unable to send any envoys to it as the arrows will be greyed out as if you'd be still at war. There is no fix to this currently.
Related achievements
Holy Righteous Queen Tamar
As Tamar, have every city-state in the game following the religion you founded.
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New Orleans Style Spanish Rice
Become Suzerain of a City-State.
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Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
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Miscellaneous | |
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |