A city is the basic building block of a civilization. It houses its people, it advances its science, culture, faith and other stats, it expands its territory, and it produces everything else the civilization has.
Cities are also central to your technological and cultural development, and serve as bastions for your armies. You cannot win without powerful, well-situated cities.
Cities in Civilization VI are far different than in previous games. They are now composed of a City Center - the original tile where the city was founded - and additional parts called "districts," which can be built on nearby tiles. A single city can thus sprawl over a considerable expanse of land, and even water!
Founding a City Edit
In order to Found a new city, you need a Settler unit. Each Settler may found one city, and is consumed in the process.
Cities must be founded on land (no water cities in Civilization VI!), on a valid, passable tile. Cities may be founded on top of Resources: the player will gain use of that resource (if it is Strategic or Luxury), and the resource's bonus yield will continue acting on the City Center tile. Any removable Terrain features, such as Woods, will be removed automatically (even if you don't have the necessary technology).
A city must be at least 4 tiles away from any other city (City Center, that is), including City-States. Other than that, there are very few restrictions; nevertheless, it is a veritable art to choose a suitable location for a city!
The Settler Lens Edit
The special Settler Lens will help you determine which tiles are good for a future city, or indeed whether they are valid for settlement:
- Red-color tiles there are too close to other cities and cannot be settled.
- Dark green tiles have access to Fresh Water and will receive a Housing bonus of +3.
- Light green tiles are coastal water, they receive Housing bonus of +1.
- Gray means no water; usually it's not advisable to settle there.
- In Gathering Storm you will also notice a wave icon on Coastal lowland tiles. It shows the 1-meter (no number on the wave), 2- and 3-meter tiles, which will flood in this order as Climate change progresses.
You should try in most cases to settle on Dark green tiles, unless strategic reasons compel you not to. For more on suitable settling locations, check the 'Where to construct cities' section below.
When the 'Found city' Ability of the Settler is activated, a new city (or rather, a City Center District) is founded on this tile, with a Population of 1 (under normal circumstances). All neutral tiles surrounding the city are claimed into your empire's territory. If there happens to be a Barbarian Outpost there, it is instantly destroyed (although you will still need to deal with its inhabitants); any Tribal Villages are activated and the bonuses acquired.
The yield of the city tile may change, so as to be at least 2 Food and 1 Production. If the city is on a Hill in Plains, it will have 1 more Production (due to the native yield of Plains Hill being 2 Production); note that this is not valid for Grassland Hills (whose native Production yield is 1)! If there are any Resources underneath (see above), their bonus yield will also work. Finally, every City Center comes with a Road, and if it happens to be next to a River - a Bridge (meaning that units will be able to cross the River without losing MPs). This is valid even before the Classical Era, when Bridges are added to normal Roads, and is really useful for defense.
- Main article: Population (Civ6)
Cities contain the empire's population, represented by the entities known as Citizens. The size of the city (number of its Population) determines the total workforce that can work the land surrounding the city. Additional Specialty districts may only be built once the population reaches a certain threshold.
- Main article: Food (Civ6)
As in previous games, Food is the engine that fuels Population growth. The balance food production and consumption from Citizens determines whether, and how fast the city will grow. However, there are now additional factors determining controlling growth speed- to find out what, read below. Still, it is always important to consider the food resources in nearby terrain when founding a new city - these will allow it to grow fast and become more useful to your empire.
- Main article: Housing (Civ6)
City growth is also controlled by Housing, a new concept in the game which represents the habitation and sanitation infrastructure of the city and puts an upper limit on how many Citizens the city is really able to support. Beyond the initial bonus conferred by the availability of Fresh water, Housing usually depends on city development (improvements, districts and other infrastructure).
- Main article: Amenities (Civ6)
The Amenities situation in the city may also affect Growth: having more Amenities than necessary boosts growth, while having less diminishes it. However, in practice the main constraint to growth remain Food and Housing; unless the Amenities situation becomes so bad that the city enters the Revolt phase; however growth will be the least of your problems then.
- Main article: Loyalty (Civ6)
In Rise and Fall, Loyalty may also affect growth, and much more severely than Amenities. If the Loyalty score of a city falls below 76, growth will be affected; if below 26 growth will stop completely! Of course, such situations are quite rare in the game, so most of the time Loyalty won't matter at all (unlike Amenities, which are much more fluent).
- Main article: Population (Civ6)
To summarize: the final growth factor of a city's population depends not only on food (as in previous games), but also on Housing and available Amenities. You can always find a detailed description of all factors affecting population growth in the first City Details screen, along with practical advice on how to accelerate growth. Aim always at ensuring lots of Food surplus, along with constantly increasing Housing, and your city will grow steadily and become more and more useful.
Citizens as a workforce Edit
As in previous games, the Citizens of a city also act as the basic workforce of your Empire. They will occupy the tiles around their city, working them and thus granting the city the yields these tiles currently have. If a tile isn't worked by a Citizen, its yield goes to waste, no matter how high it is. In Civilization VI non-worked Tile Improvements have visually different models, so you could tell at a glance which of them are worked and which are not.
Unlike Civilization V, enemy units occupying a tile does not prevent your Citizens from working it.
Note that District tiles (those tiles around your cities occupied by Districts) cannot be worked initially. However, after you construct certain buildings in Specialty Districts (Campus, Commercial Hub, etc), Citizen slots appear there, just as on regular tiles. The difference is that Citizens occupying District tiles are considered 'Specialists' and contribute specialized yields, based on the District type, and not related at all to the land yields of the tile (in fact, these are completely wiped out upon placing a District). For example, Citizens working in a Holy Site District contribute Faith, while those working in a Theater Square District contribute Culture. Unlike in Civilization V, Specialists do not contribute Great Person Points - these are now reserved for the Districts themselves. Also, note that a single District may have up to three Specialist slots, where you could assign up to three Citizens at the same time, thus boosting considerably the special yields! Wonder tiles cannot be worked.
Using Citizens the right way, by working the right tiles in different stages of the game, might be the most important micro-managing decision you make. Normally, the game engine will assign Citizens to tiles so as to balance out the city yields: ensuring that the city has enough Food to grow while also being productive. But as a ruler you may decide to manually assign Citizens - just call up the Manage Citizens option from the main city panel. You'll see all tiles currently worked by Citizens, along with potential other slots for assignment. Click on an empty slot to assign a Citizen there; clicking on an already full slot will 'lock' it, preventing the automatic reassignment of this Citizen and ensuring that this slot will be always worked. From this screen you can also 'swap' tiles with nearby cities, if you want this city to work them instead. Alternatively, you may use the checkpoints next to production yields in the city info tab to focus or un-focus production on certain types of yields - then the game will automatically reassign Citizens so as to maximize (or minimize) the respective stat production for this city.
You should think carefully about what your city and your Empire need right now, and assign Citizens accordingly.
City Production Edit
In Civilization VI cities still have a single production queue (that is, they can only do one thing at a time). However, the production is not concentrated in the City Center anymore - many of its Districts now act as specialized production centers! For example, after you build an Encampment district, all land military units produced in that city will start appearing there, and not in the City Center (unless there is already a unit of the same type in the district, in which case the new one will appear in the City Center). The same is valid for the Harbor and Aerodrome districts, respectively for Sea and Air units.Note that Civilian and Support units will always appear in the City Center.
But what's more, in many cases production of certain units in a city becomes possible only if the city has a certain district! This is the case for Air units, which require an Aerodrome district, and for Religious units, which may only be purchased in a Holy Site district. Certain special Civilian units will also appear in Districts, for example the Archaeologist only appears in a Theater Square district with an Archaeological Museum.
And of course, as mentioned elsewhere, most Buildings can only be constructed in certain Districts; with some also requiring other buildings, for example the University requires a Library. Purchasing units and buildings with Gold or Faith also obeys the same restrictions.
Note that you cannot construct buildings in Districts which have been Pillaged, or which are currently occupied by an enemy (that is, there is an enemy unit in their tile). Before continuing with the construction, in the first case you will have to first Repair the district, and then any damaged buildings in it; in the second case you will have to wait for the enemy to leave the tile.
The Production price of military units is fixed, although as we know they become obsolete, and their more modern versions have higher cost. The same is valid for support units. The Production cost of civilian units, however, scales up; for some, it goes up with each unit produced (or Purchased) over time, for others it goes up with technological development. This means that the same Builder you produce in the beginning of the game will cost much more towards the middle, when you have already had to produce (or Purchase, see below) several of them. Capturing enemy Civilians doesn't count towards this mechanics, though, which makes captives even more useful than before! Also, note that unlike in Civilization V you can now capture Settlers and use them to Found Cities of your own!
As before, the production process may be boosted by harvesting certain Resources on the city's territory. However, this action is now instantaneous and permits you something which was impossible before - to finish a production project in the middle of your turn! Use it to get ahead of the competition when constructing Wonders, or when you desperately need to produce something right away.
Purchasing is the ability to spend one of the two 'currency' resources ( Gold and Faith) to acquire instantly something in a city. Purchasing by either Gold or Faith has its own tabs, along with the Production queue. You may Purchase instantly two types of game elements:
- Buildings, from the City Center or any District, as long as they are unlocked (have their requirements fulfilled). Districts may not be Purchased (in Rise and Fall you can Purchase Districts in a city with Reyna as a Governor). Buildings are usually Purchased with Gold, unless they are Religious buildings (such as the Temple), in which case they have to be Purchased with Faith. The only buildings that can't be Purchased at all are City defenses (such as the Ancient Walls), Government Plaza buildings in Rise and Fall and, of course, Wonders. Purchased buildings appear in the relevant District right away, and start functioning.
- Units. Most units may be Purchased with Gold, with the exception of some special units such as the Spy. Some units may only be Purchased with Faith: this includes the three types of Religious units, and the Naturalist. If you are in the Theocracy government, you may also Purchase land military units with Faith. Note that the cost of Purchasing Civilian units goes up with each unit Purchased, following the same scaling rules as with Producing them (this is valid for both gold and faith purchases)! So, as the game progresses and you keep Purchasing or Producing a certain type of unit (for example, a Builder), its cost will rise far above its Base value.
In general, the Gold cost of an item is 4x its current Production cost, while the Faith cost is 2x the Production. Discounts to Production costs applied by gameplay elements (such as Policies) do not affect the Purchasing costs. Note that in cities with Military Academy or Seaport you can also purchase Units as Armies/ Fleets, etc. however, their cost will be double the normal cost for Corps/Fleet, and triple for Army/Armada. In this case it is cheaper to Produce the units, since their Production cost receives a discount from the above-mentioned buildings, and comes out as less than double/triple.
Note that, in the case of unit purchases, the place where the unit will appear needs to be 'free' - that is, no other unit of the same type may be present there. So, for example, if you have a Builder in the City Center, and you try to Purchase another one, or a Settler (which is again a Civilian type of unit), you will be told that you can't do it. The same is valid for Military units, although they may have the additional option of appearing in an Encampment District.
- Main article: Project (Civ6)
The final type of production in a city (besides Districts, Buildings and Units) are Projects - conceptual undertakings, which use the city production system, but don't pop up physical things, such as units or buildings. Instead, they provide different benefits which are now far more varied than in previous games!
Territorial Expansion Edit
- Main article: Territory (Civ6)
As in previous games, every city pushes your empire's territorial boundaries. At foundation, it annexes all tiles surrounding the City Center (which are still free). Further expansion is again controlled by the amount of Culture the city produces. Note that, barring exceptional circumstances, even newly founded cities now produce a small amount of Culture from their Population, and will thus grow their borders eventually.
Tiles may also be purchased with Gold. This is now done straight from the city options on the main screen. You may purchase any tile which borders the current boundaries of the city; the farther the tile is from a City Center, the more expensive it is. Also, the price of tiles increases with technological and civic research. However, you may only purchase tiles up to three away from any City Center - further tiles may only be annexed via normal Cultural expansion.
City Defenses Edit
- Main article: City Combat (Civ6)
Being a civilization's main manifestation, a city is always a target for military action. That's why it's also important to consider how a city can defend itself from enemies.
In Civilization VI early cities are quite weak, because they lack any defensive structures. Unlike in previous games, without defensive structures a city cannot use a Ranged Attack to damage invaders. It will still damage attacking units in retaliation to melee attacks, though.
But there are additional vulnerabilities to cities in Civilization VI: because their districts are now physically located on other tiles, cities may now become severely crippled by invading armies, even if they don't attack the City Center. Invaders now are able to pillage nearby districts, crippling other aspects of the city production, and setting an empire back even without taking its territory.
Where to Construct Cities Edit
Cities should be constructed in locations with plenty of Food and Production and with access to Strategic, Luxury, and Bonus Resources. It is often a good idea to build a city on a River or coastal hex, as sources of water are very important to a growing Population. Cities constructed on Hills gain a defensive bonus, making it harder for enemies to capture them.
The exact location of the City Center shouldn't consider yields, just strategic access (and eventually, whether there is a Resources on it). This is because of the change in yield the city forces on the tile. In fact, the best possible yield for a City Center without a Resource on it is 2 Food, 2 Production, and this may only be obtained by settling on a Hill in Plains. For any other terrain, the yield will be 2 Food, 1 Production, even in Desert or Snow. In fact, you may find it worthwhile settling in such inhospitable terrain, as long as nearby tiles have better yields! This way you will practically force a tile without yield to acquire one, and still preserve better tiles for use by your Citizens. Normally, you should also leave tiles with Resources to be outside the center, because later you can build Improvements there and increase the yield. Settle on top of resources just in extreme cases, when other strategic factors warrant it.
Cities built on a Coastal tile will be able to build ships, once you've researched the right technologies. Cities built within 2 tiles of Coastal water, or a Lake, will be able to construct a Harbor District (once their borders have grown to the water tile), and then they too may build ships. Any civilization which wishes to develop seafaring must have at least one city with conditions to build ships.Civilizations which have special sea-oriented Abilities, such as the Norwegian and English should consider settling cities on the Coast a priority. The game will usually place their initial Settler on a Coast anyway, as per the individual civilization bias.
Gathering Storm brings new dangers to cities: natural disasters and coastal flooding caused by melting ice caps! Although this cannot be your main worry when choosing a location, you should be aware of the potential dangers, and prepared to react to them.
With a Settler selected, ideal city locations will be shown on the map with an icon. Additionally, every Settler will show the Settler Lens (for the first settler, you can activate it with the filter button on the top of the minimap), giving you an idea of where on the map will provide the best source of water for your city, and indicating unavailable tiles.
In Rise and Fall there is an additional factor to consider when settling cities: Loyalty. Locations which are too far from the core of your empire, and at the same time too close to other empires will suffer a serious Loyalty penalty, and, unless you take proper precautions, you will risk losing your newly-founded city to another civilization! The Settler lens will show the projected Loyalty penalties in all tiles.
Choosing the exact location for a city is actually so complex that it almost amounts to an art. With all of the above recommendations, there are still a ton of other factors to consider: location in respect to your other cities, in respect with rival civilizations, nearness of Resources, etc. etc. It is only after you acquire experience playing the game that you will be able to place your cities in the best locations strategically.
|Civilization VI |
|Rise and Fall • Gathering Storm|