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{{Infobox video game
* Mr. Speaker, Mr. Vice President, Members of Congress, the First Lady of the United States, and my fellow Americans:
 
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|title = Sid Meier's Civilization VI
Less than 1 year has passed since I first stood at this podium, in this majestic chamber, to speak on behalf of the American People — and to address their concerns, their hopes, and their dreams. That night, our new Administration had already taken swift action. A new tide of optimism was already sweeping across our land.
 
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|image = [[File:Civilization VI Game Cover.jpg|300px]]
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|caption =
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|developer = [[Firaxis Games]]
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|publisher = [[2K Games]]
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|distributor = [[Take-Two Interactive]]
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|director =
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|producer = [[Dennis Shirk]]
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|designer = [[Ed Beach]]
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|artist = Brian Busatti
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|composer = [[Geoff Knorr]]
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|series = ''[[Civilization (series)|Civilization]]''
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|engine =
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|version =
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|released = '''Windows'''<br />
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WW: October 21, 2016<br />
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'''OS X'''<br />
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WW: October 24, 2016<br />
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'''Linux'''<br />
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WW: February 9, 2017<br />
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'''iOS'''<br />
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WW: December 21, 2017<br />
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'''Nintendo Switch'''<br />
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WW: November 16, 2018<br />
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'''Xbox One'''<br />
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WW: November 22, 2019<br /><ref name = "xbox_ps4">https://ir.take2games.com/news-releases/news-release-details/sid-meiers-civilizationr-vi-coming-xbox-one-and-playstation-4?field_nir_news_date_value%5Bmin%5D=2019</ref><br />
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'''Playstation 4'''<br />
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WW: November 22, 2019<br /><ref name = "xbox_ps4"/>
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|genre = [[Turn-based strategy]]
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|modes = [[Single player]], [[multiplayer]]
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|ratings = ESRB: E10+
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|platforms = Microsoft Windows, OS X, Linux, iOS, Nintendo Switch, Xbox One, PlayStation 4
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|requirements =
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}}
   
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'''''Sid Meier's Civilization VI''''' (called '''''Civilization VI''''' or '''''Civ6''''' for short) is a [[turn-based strategy]] game in the ''[[Civilization (series)|Civilization]]'' franchise that was released in 2016. The lead producer of the game is [[Dennis Shirk]], and the lead designer is [[Ed Beach]].
Each day since, we have gone forward with a clear vision and a righteous mission — to make America great again for all Americans.
 
   
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The game's first expansion pack, ''[[Civilization VI: Rise and Fall|Rise and Fall]]'', was released on February 8, 2018. Its second expansion pack, ''[[Civilization VI: Gathering Storm|Gathering Storm]]'', was released on February 14, 2019.
Over the last year, we have made incredible progress and achieved extraordinary success. We have faced challenges we expected, and others we could never have imagined. We have shared in the heights of victory and the pains of hardship. We endured floods and fires and storms. But through it all, we have seen the beauty of America’s soul, and the steel in America’s spine.
 
   
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== New Features ==
Each test has forged new American heroes to remind us who we are, and show us what we can be.
 
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* New game engine with support for a day/night cycle and camera rotation.
 
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* [[City (Civ6)|Cities]] now span multiple tiles, called "[[District (Civ6)|districts]]." [[Wonder (Civ6)|Wonders]] are similarly constructed on tiles rather than within the city itself.
We saw the volunteers of the “Cajun Navy,” racing to the rescue with their fishing boats to save people in the aftermath of a devastating hurricane.
 
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* City growth is kept in check by a [[City (Civ6)#Housing|Housing]] metric, which is increased by certain {{Link6|buildings}}, fresh water, and {{Link6|tile improvement}}s. Happiness is once again per-city, and improved through [[Amenities (Civ6)|Amenities]].
 
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* Workers have been replaced with [[Builder (Civ6)|Builders]] that complete their jobs instantly but have only a limited number of uses.
We saw strangers shielding strangers from a hail of gunfire on the Las Vegas strip.
 
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* [[Civics (Civ6)|Civics]] are researched in a Civic tree parallel to the traditional scientific [[Technology (Civ6)|tech tree]]. Progress through this tree is made through {{Culture6}}, instead of {{Science6}}.
 
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* Research has been changed with a [[Eureka moment (Civ6)|Eureka]] mechanic that accelerates research time. If you haven't seen any sea, it'll be more difficult to research {{Link6|Sailing}}, for example. On the other hand, a coastal city would give you a boost for researching naval technologies. Civics research is likewise boosted through Inspirations.
We heard tales of Americans like Coast Guard Petty Officer Ashlee Leppert, who is here tonight in the gallery with Melania. Ashlee was aboard one of the first helicopters on the scene in Houston during Hurricane Harvey. Through 18 hours of wind and rain, Ashlee braved live power lines and deep water, to help save more than 40 lives. Thank you, Ashlee.
 
 
We heard about Americans like firefighter David Dahlberg. He is here with us too. David faced down walls of flame to rescue almost 60 children trapped at a California summer camp threatened by wildfires.
 
 
To everyone still recovering in Texas, Florida, Louisiana, Puerto Rico, the Virgin Islands, California, and everywhere else — we are with you, we love you, and we will pull through together.
 
 
Some trials over the past year touched this chamber very personally. With us tonight is one of the toughest people ever to serve in this House — a guy who took a bullet, almost died, and was back to work three and a half months later: the legend from Louisiana, Congressman Steve Scalise.
 
 
We are incredibly grateful for the heroic efforts of the Capitol Police Officers, the Alexandria Police, and the doctors, nurses, and paramedics who saved his life, and the lives of many others in this room.
 
 
In the aftermath of that terrible shooting, we came together, not as Republicans or Democrats, but as representatives of the people. But it is not enough to come together only in times of tragedy. Tonight, I call upon all of us to set aside our differences, to seek out common ground, and to summon the unity we need to deliver for the people we were elected to serve.
 
 
Over the last year, the world has seen what we always knew: that no people on Earth are so fearless, or daring, or determined as Americans. If there is a mountain, we climb it. If there is a frontier, we cross it. If there is a challenge, we tame it. If there is an opportunity, we seize it.
 
 
So let us begin tonight by recognizing that the state of our Union is strong because our people are strong.
 
 
And together, we are building a safe, strong, and proud America.
 
 
Since the election, we have created 2.4 million new jobs, including 200,000 new jobs in manufacturing alone. After years of wage stagnation, we are finally seeing rising wages.
 
 
Unemployment claims have hit a 45-year low. African-American unemployment stands at the lowest rate ever recorded, and Hispanic American unemployment has also reached the lowest levels in history.
 
 
Small business confidence is at an all-time high. The stock market has smashed one record after another, gaining $8 trillion in value. That is great news for Americans’ 401k, retirement, pension, and college savings accounts.
 
 
And just as I promised the American people from this podium 11 months ago, we enacted the biggest tax cuts and reforms in American history.
 
 
Our massive tax cuts provide tremendous relief for the middle class and small businesses.
 
 
To lower tax rates for hardworking Americans, we nearly doubled the standard deduction for everyone. Now, the first $24,000 earned by a married couple is completely tax-free. We also doubled the child tax credit.
 
 
A typical family of four making $75,000 will see their tax bill reduced by $2,000 — slashing their tax bill in half.
 
 
This April will be the last time you ever file under the old broken system — and millions of Americans will have more take-home pay starting next month.
 
 
We eliminated an especially cruel tax that fell mostly on Americans making less than $50,000 a year — forcing them to pay tremendous penalties simply because they could not afford government-ordered health plans. We repealed the core of disastrous Obamacare — the individual mandate is now gone.
 
 
We slashed the business tax rate from 35 percent all the way down to 21 percent, so American companies can compete and win against anyone in the world. These changes alone are estimated to increase average family income by more than $4,000.
 
 
Small businesses have also received a massive tax cut, and can now deduct 20 percent of their business income.
 
 
Here tonight are Steve Staub and Sandy Keplinger of Staub Manufacturing — a small business in Ohio. They have just finished the best year in their 20-year history. Because of tax reform, they are handing out raises, hiring an additional 14 people, and expanding into the building next door.
 
 
One of Staub’s employees, Corey Adams, is also with us tonight. Corey is an all-American worker. He supported himself through high school, lost his job during the 2008 recession, and was later hired by Staub, where he trained to become a welder. Like many hardworking Americans, Corey plans to invest his tax‑cut raise into his new home and his two daughters’ education. Please join me in congratulating Corey.
 
 
Since we passed tax cuts, roughly 3 million workers have already gotten tax cut bonuses — many of them thousands of dollars per worker. Apple has just announced it plans to invest a total of $350 billion in America, and hire another 20,000 workers.
 
 
This is our new American moment. There has never been a better time to start living the American Dream.
 
 
So to every citizen watching at home tonight — no matter where you have been, or where you come from, this is your time. If you work hard, if you believe in yourself, if you believe in America, then you can dream anything, you can be anything, and together, we can achieve anything.
 
 
Tonight, I want to talk about what kind of future we are going to have, and what kind of Nation we are going to be. All of us, together, as one team, one people, and one American family.
 
 
We all share the same home, the same heart, the same destiny, and the same great American flag.
 
 
Together, we are rediscovering the American way.
 
 
In America, we know that faith and family, not government and bureaucracy, are the center of the American life. Our motto is “in God we trust.”
 
 
And we celebrate our police, our military, and our amazing veterans as heroes who deserve our total and unwavering support.
 
 
Here tonight is Preston Sharp, a 12-year-old boy from Redding, California, who noticed that veterans’ graves were not marked with flags on Veterans Day. He decided to change that, and started a movement that has now placed 40,000 flags at the graves of our great heroes. Preston: a job well done.
 
 
Young patriots like Preston teach all of us about our civic duty as Americans. Preston’s reverence for those who have served our Nation reminds us why we salute our flag, why we put our hands on our hearts for the pledge of allegiance, and why we proudly stand for the national anthem.
 
 
Americans love their country. And they deserve a Government that shows them the same love and loyalty in return.
 
 
For the last year we have sought to restore the bonds of trust between our citizens and their Government.
 
 
Working with the Senate, we are appointing judges who will interpret the Constitution as written, including a great new Supreme Court Justice, and more circuit court judges than any new administration in the history of our country.
 
 
We are defending our Second Amendment, and have taken historic actions to protect religious liberty.
 
 
And we are serving our brave veterans, including giving our veterans choice in their healthcare decisions. Last year, the Congress passed, and I signed, the landmark VA Accountability Act. Since its passage, my Administration has already removed more than 1,500 VA employees who failed to give our veterans the care they deserve — and we are hiring talented people who love our vets as much as we do.
 
 
I will not stop until our veterans are properly taken care of, which has been my promise to them from the very beginning of this great journey.
 
 
All Americans deserve accountability and respect — and that is what we are giving them. So tonight, I call on the Congress to empower every Cabinet Secretary with the authority to reward good workers — and to remove Federal employees who undermine the public trust or fail the American people.
 
 
In our drive to make Washington accountable, we have eliminated more regulations in our first year than any administration in history.
 
 
We have ended the war on American Energy — and we have ended the war on clean coal. We are now an exporter of energy to the world.
 
 
In Detroit, I halted Government mandates that crippled America’s autoworkers — so we can get the Motor City revving its engines once again.
 
 
Many car companies are now building and expanding plants in the United States — something we have not seen for decades. Chrysler is moving a major plant from Mexico to Michigan; Toyota and Mazda are opening up a plant in Alabama. Soon, plants will be opening up all over the country. This is all news Americans are unaccustomed to hearing — for many years, companies and jobs were only leaving us. But now they are coming back.
 
 
Exciting progress is happening every day.
 
 
To speed access to breakthrough cures and affordable generic drugs, last year the FDA approved more new and generic drugs and medical devices than ever before in our history.
 
 
We also believe that patients with terminal conditions should have access to experimental treatments that could potentially save their lives.
 
 
People who are terminally ill should not have to go from country to country to seek a cure — I want to give them a chance right here at home. It is time for the Congress to give these wonderful Americans the “right to try.”
 
 
One of my greatest priorities is to reduce the price of prescription drugs. In many other countries, these drugs cost far less than what we pay in the United States. That is why I have directed my Administration to make fixing the injustice of high drug prices one of our top priorities. Prices will come down.
 
 
America has also finally turned the page on decades of unfair trade deals that sacrificed our prosperity and shipped away our companies, our jobs, and our Nation’s wealth.
 
 
The era of economic surrender is over.
 
 
From now on, we expect trading relationships to be fair and to be reciprocal.
 
 
We will work to fix bad trade deals and negotiate new ones.
 
 
And we will protect American workers and American intellectual property, through strong enforcement of our trade rules.
 
 
As we rebuild our industries, it is also time to rebuild our crumbling infrastructure.
 
 
America is a nation of builders. We built the Empire State Building in just 1 year — is it not a disgrace that it can now take 10 years just to get a permit approved for a simple road?
 
 
I am asking both parties to come together to give us the safe, fast, reliable, and modern infrastructure our economy needs and our people deserve.
 
 
Tonight, I am calling on the Congress to produce a bill that generates at least $1.5 trillion for the new infrastructure investment we need.
 
 
Every Federal dollar should be leveraged by partnering with State and local governments and, where appropriate, tapping into private sector investment — to permanently fix the infrastructure deficit.
 
 
Any bill must also streamline the permitting and approval process — getting it down to no more than two years, and perhaps even one.
 
 
Together, we can reclaim our building heritage. We will build gleaming new roads, bridges, highways, railways, and waterways across our land. And we will do it with American heart, American hands, and American grit.
 
 
We want every American to know the dignity of a hard day’s work. We want every child to be safe in their home at night. And we want every citizen to be proud of this land that we love.
 
 
We can lift our citizens from welfare to work, from dependence to independence, and from poverty to prosperity.
 
 
As tax cuts create new jobs, let us invest in workforce development and job training. Let us open great vocational schools so our future workers can learn a craft and realize their full potential. And let us support working families by supporting paid family leave.
 
 
As America regains its strength, this opportunity must be extended to all citizens. That is why this year we will embark on reforming our prisons to help former inmates who have served their time get a second chance.
 
 
Struggling communities, especially immigrant communities, will also be helped by immigration policies that focus on the best interests of American workers and American families.
 
 
For decades, open borders have allowed drugs and gangs to pour into our most vulnerable communities. They have allowed millions of low-wage workers to compete for jobs and wages against the poorest Americans. Most tragically, they have caused the loss of many innocent lives.
 
 
Here tonight are two fathers and two mothers: Evelyn Rodriguez, Freddy Cuevas, Elizabeth Alvarado, and Robert Mickens. Their two teenage daughters — Kayla Cuevas and Nisa Mickens — were close friends on Long Island. But in September 2016, on the eve of Nisa’s 16th Birthday, neither of them came home. These two precious girls were brutally murdered while walking together in their hometown. Six members of the savage gang MS-13 have been charged with Kayla and Nisa’s murders. Many of these gang members took advantage of glaring loopholes in our laws to enter the country as unaccompanied alien minors ‑- and wound up in Kayla and Nisa’s high school.
 
 
Evelyn, Elizabeth, Freddy, and Robert: Tonight, everyone in this chamber is praying for you. Everyone in America is grieving for you. And 320 million hearts are breaking for you. We cannot imagine the depth of your sorrow, but we can make sure that other families never have to endure this pain.
 
 
Tonight, I am calling on the Congress to finally close the deadly loopholes that have allowed MS-13, and other criminals, to break into our country. We have proposed new legislation that will fix our immigration laws, and support our ICE and Border Patrol Agents, so that this cannot ever happen again.
 
 
The United States is a compassionate nation. We are proud that we do more than any other country to help the needy, the struggling, and the underprivileged all over the world. But as President of the United States, my highest loyalty, my greatest compassion, and my constant concern is for America’s children, America’s struggling workers, and America’s forgotten communities. I want our youth to grow up to achieve great things. I want our poor to have their chance to rise.
 
 
So tonight, I am extending an open hand to work with members of both parties — Democrats and Republicans — to protect our citizens of every background, color, religion, and creed. My duty, and the sacred duty of every elected official in this chamber, is to defend Americans — to protect their safety, their families, their communities, and their right to the American Dream. Because Americans are dreamers too.
 
 
Here tonight is one leader in the effort to defend our country: Homeland Security Investigations Special Agent Celestino Martinez — he goes by CJ. CJ served 15 years in the Air Force before becoming an ICE agent and spending the last 15 years fighting gang violence and getting dangerous criminals off our streets. At one point, MS-13 leaders ordered CJ’s murder. But he did not cave to threats or fear. Last May, he commanded an operation to track down gang members on Long Island. His team has arrested nearly 400, including more than 220 from MS-13.
 
 
CJ: Great work. Now let us get the Congress to send you some reinforcements.
 
 
Over the next few weeks, the House and Senate will be voting on an immigration reform package.
 
 
In recent months, my Administration has met extensively with both Democrats and Republicans to craft a bipartisan approach to immigration reform. Based on these discussions, we presented the Congress with a detailed proposal that should be supported by both parties as a fair compromise — one where nobody gets everything they want, but where our country gets the critical reforms it needs.
 
 
Here are the four pillars of our plan:
 
 
The first pillar of our framework generously offers a path to citizenship for 1.8 million illegal immigrants who were brought here by their parents at a young age — that covers almost three times more people than the previous administration. Under our plan, those who meet education and work requirements, and show good moral character, will be able to become full citizens of the United States.
 
 
The second pillar fully secures the border. That means building a wall on the Southernborder, and it means hiring more heroes like CJ to keep our communities safe. Crucially, our plan closes the terrible loopholes exploited by criminals and terrorists to enter our country — and it finally ends the dangerous practice of “catch and release.”
 
 
The third pillar ends the visa lottery — a program that randomly hands out green cards without any regard for skill, merit, or the safety of our people. It is time to begin moving towards a merit-based immigration system — one that admits people who are skilled, who want to work, who will contribute to our society, and who will love and respect our country.
 
 
The fourth and final pillar protects the nuclear family by ending chain migration. Under the current broken system, a single immigrant can bring in virtually unlimited numbers of distant relatives. Under our plan, we focus on the immediate family by limiting sponsorships to spouses and minor children. This vital reform is necessary, not just for our economy, but for our security, and our future.
 
 
In recent weeks, two terrorist attacks in New York were made possible by the visa lottery and chain migration. In the age of terrorism, these programs present risks we can no longer afford.
 
 
It is time to reform these outdated immigration rules, and finally bring our immigration system into the 21st century.
 
 
These four pillars represent a down-the-middle compromise, and one that will create a safe, modern, and lawful immigration system.
 
 
For over 30 years, Washington has tried and failed to solve this problem. This Congress can be the one that finally makes it happen.
 
 
Most importantly, these four pillars will produce legislation that fulfills my ironclad pledge to only sign a bill that puts America first. So let us come together, set politics aside, and finally get the job done.
 
 
These reforms will also support our response to the terrible crisis of opioid and drug addiction.
 
 
In 2016, we lost 64,000 Americans to drug overdoses: 174 deaths per day. Seven per hour. We must get much tougher on drug dealers and pushers if we are going to succeed in stopping this scourge.
 
 
My Administration is committed to fighting the drug epidemic and helping get treatment for those in need. The struggle will be long and difficult — but, as Americans always do, we will prevail.
 
 
As we have seen tonight, the most difficult challenges bring out the best in America.
 
 
We see a vivid expression of this truth in the story of the Holets family of New Mexico. Ryan Holets is 27 years old, and an officer with the Albuquerque Police Department. He is here tonight with his wife Rebecca. Last year, Ryan was on duty when he saw a pregnant, homeless woman preparing to inject heroin. When Ryan told her she was going to harm her unborn child, she began to weep. She told him she did not know where to turn, but badly wanted a safe home for her baby.
 
 
In that moment, Ryan said he felt God speak to him: “You will do it — because you can.” He took out a picture of his wife and their four kids. Then, he went home to tell his wife Rebecca. In an instant, she agreed to adopt. The Holets named their new daughter Hope.
 
 
Ryan and Rebecca: You embody the goodness of our Nation. Thank you, and congratulations.
 
 
As we rebuild America’s strength and confidence at home, we are also restoring our strength and standing abroad.
 
 
Around the world, we face rogue regimes, terrorist groups, and rivals like China and Russia that challenge our interests, our economy, and our values. In confronting these dangers, we know that weakness is the surest path to conflict, and unmatched power is the surest means of our defense.
 
 
For this reason, I am asking the Congress to end the dangerous defense sequester and fully fund our great military.
 
 
As part of our defense, we must modernize and rebuild our nuclear arsenal, hopefully never having to use it, but making it so strong and powerful that it will deter any acts of aggression. Perhaps someday in the future there will be a magical moment when the countries of the world will get together to eliminate their nuclear weapons. Unfortunately, we are not there yet.
 
 
Last year, I also pledged that we would work with our allies to extinguish ISIS from the face of the Earth. One year later, I am proud to report that the coalition to defeat ISIS has liberated almost 100 percent of the territory once held by these killers in Iraq and Syria. But there is much more work to be done. We will continue our fight until ISIS is defeated.
 
 
Army Staff Sergeant Justin Peck is here tonight. Near Raqqa last November, Justin and his comrade, Chief Petty Officer Kenton Stacy, were on a mission to clear buildings that ISIS had rigged with explosives so that civilians could return to the city.
 
 
Clearing the second floor of a vital hospital, Kenton Stacy was severely wounded by an explosion. Immediately, Justin bounded into the booby-trapped building and found Kenton in bad shape. He applied pressure to the wound and inserted a tube to reopen an airway. He then performed CPR for 20 straight minutes during the ground transport and maintained artificial respiration through 2 hours of emergency surgery.
 
 
Kenton Stacy would have died if not for Justin’s selfless love for a fellow warrior. Tonight, Kenton is recovering in Texas. Raqqa is liberated. And Justin is wearing his new Bronze Star, with a “V” for “Valor.” Staff Sergeant Peck: All of America salutes you.
 
 
Terrorists who do things like place bombs in civilian hospitals are evil. When possible, we annihilate them. When necessary, we must be able to detain and question them. But we must be clear: Terrorists are not merely criminals. They are unlawful enemy combatants. And when captured overseas, they should be treated like the terrorists they are.
 
 
In the past, we have foolishly released hundreds of dangerous terrorists, only to meet them again on the battlefield — including the ISIS leader, al-Baghdadi.
 
 
So today, I am keeping another promise. I just signed an order directing Secretary Mattis to reexamine our military detention policy and to keep open the detention facilities at Guantánamo Bay.
 
 
I am also asking the Congress to ensure that, in the fight against ISIS and al-Qa’ida, we continue to have all necessary power to detain terrorists — wherever we chase them down.
 
 
Our warriors in Afghanistan also have new rules of engagement. Along with their heroic Afghan partners, our military is no longer undermined by artificial timelines, and we no longer tell our enemies our plans.
 
 
Last month, I also took an action endorsed unanimously by the Senate just months before: I recognized Jerusalem as the capital of Israel.
 
 
Shortly afterwards, dozens of countries voted in the United Nations General Assembly against America’s sovereign right to make this recognition. American taxpayers generously send those same countries billions of dollars in aid every year.
 
 
That is why, tonight, I am asking the Congress to pass legislation to help ensure American foreign-assistance dollars always serve American interests, and only go to America’s friends.
 
 
As we strengthen friendships around the world, we are also restoring clarity about our adversaries.
 
 
When the people of Iran rose up against the crimes of their corrupt dictatorship, I did not stay silent. America stands with the people of Iran in their courageous struggle for freedom.
 
 
I am asking the Congress to address the fundamental flaws in the terrible Iran nuclear deal.
 
 
My Administration has also imposed tough sanctions on the communist and socialist dictatorships in Cuba and Venezuela.
 
 
But no regime has oppressed its own citizens more totally or brutally than the cruel dictatorship in North Korea.
 
 
North Korea’s reckless pursuit of nuclear missiles could very soon threaten our homeland.
 
 
We are waging a campaign of maximum pressure to prevent that from happening.
 
 
Past experience has taught us that complacency and concessions only invite aggression and provocation. I will not repeat the mistakes of past administrations that got us into this dangerous position.
 
 
We need only look at the depraved character of the North Korean regime to understand the nature of the nuclear threat it could pose to America and our allies.
 
 
Otto Warmbier was a hardworking student at the University of Virginia. On his way to study abroad in Asia, Otto joined a tour to North Korea. At its conclusion, this wonderful young man was arrested and charged with crimes against the state. After a shameful trial, the dictatorship sentenced Otto to 15 years of hard labor, before returning him to America last June — horribly injured and on the verge of death. He passed away just days after his return.
 
 
Otto’s Parents, Fred and Cindy Warmbier, are with us tonight — along with Otto’s brother and sister, Austin and Greta. You are powerful witnesses to a menace that threatens our world, and your strength inspires us all. Tonight, we pledge to honor Otto’s memory with American resolve.
 
 
Finally, we are joined by one more witness to the ominous nature of this regime. His name is Mr. Ji Seong-ho.
 
 
In 1996, Seong-ho was a starving boy in North Korea. One day, he tried to steal coal from a railroad car to barter for a few scraps of food. In the process, he passed out on the train tracks, exhausted from hunger. He woke up as a train ran over his limbs. He then endured multiple amputations without anything to dull the pain. His brother and sister gave what little food they had to help him recover and ate dirt themselves — permanently stunting their own growth. Later, he was tortured by North Korean authorities after returning from a brief visit to China. His tormentors wanted to know if he had met any Christians. He had — and he resolved to be free.
 
 
Seong-ho traveled thousands of miles on crutches across China and Southeast Asia to freedom. Most of his family followed. His father was caught trying to escape, and was tortured to death.
 
 
Today he lives in Seoul, where he rescues other defectors, and broadcasts into North Korea what the regime fears the most ‑- the truth.
 
 
Today he has a new leg, but Seong-ho, I understand you still keep those crutches as a reminder of how far you have come. Your great sacrifice is an inspiration to us all.
 
 
Seong-ho’s story is a testament to the yearning of every human soul to live in freedom.
 
 
It was that same yearning for freedom that nearly 250 years ago gave birth to a special place called America. It was a small cluster of colonies caught between a great ocean and a vast wilderness. But it was home to an incredible people with a revolutionary idea: that they could rule themselves. That they could chart their own destiny. And that, together, they could light up the world.
 
 
That is what our country has always been about. That is what Americans have always stood for, always strived for, and always done.
 
 
Atop the dome of this Capitol stands the Statue of Freedom. She stands tall and dignified among the monuments to our ancestors who fought and lived and died to protect her.
 
 
Monuments to Washington and Jefferson — to Lincoln and King.
 
 
Memorials to the heroes of Yorktown and Saratoga — to young Americans who shed their blood on the shores of Normandy, and the fields beyond. And others, who went down in the waters of the Pacific and the skies over Asia.
 
 
And freedom stands tall over one more monument: this one. This Capitol. This living monument to the American people.
 
 
A people whose heroes live not only in the past, but all around us — defending hope, pride, and the American way.
 
 
They work in every trade. They sacrifice to raise a family. They care for our children at home. They defend our flag abroad. They are strong moms and brave kids. They are firefighters, police officers, border agents, medics, and Marines.
 
 
But above all else, they are Americans. And this Capitol, this city, and this Nation, belong to them.
 
 
* {{Link6|Government}}s are back. Governments can be further customized by mixing and matching various {{Link6|policy cards}} that the Civic tree unlocks.
 
* {{Link6|Government}}s are back. Governments can be further customized by mixing and matching various {{Link6|policy cards}} that the Civic tree unlocks.
 
* [[Diplomacy (Civ6)|Diplomacy]] evolves through times. The designers remarked that Teddy Roosevelt put it very well when he said: "As civilization grows, warfare becomes less and less the normal condition of foreign relations."
 
* [[Diplomacy (Civ6)|Diplomacy]] evolves through times. The designers remarked that Teddy Roosevelt put it very well when he said: "As civilization grows, warfare becomes less and less the normal condition of foreign relations."
 
* [[Espionage (Civ6)|Espionage]] and [[Gossip (Civ6)|gossip]] are now the primary means of learning intel on rival civilizations' activities.
 
* [[Espionage (Civ6)|Espionage]] and [[Gossip (Civ6)|gossip]] are now the primary means of learning intel on rival civilizations' activities.
* The Great Works system makes a return from ''[[Brave New World]]'', with improvements.
+
* The [[Great Work (Civ6)|Great Works]] system makes a return from ''[[Brave New World]]'', with improvements.
* [[Religion (Civ6)|Religion]] is back, more complex than ever. You can build religious-oriented buildings in your {{Link6|Holy Site}}s. Inquisition can have a more important role in the game. A unit called [[Apostle (Civ6)|Apostles]] has been added.
+
* [[Religion (Civ6)|Religion]] is back, more complex than ever. You can build religious-oriented buildings in your {{Link6|Holy Site}}s. Inquisition can have a more important role in the game. A unit called an [[Apostle (Civ6)|Apostle]] has been added.
 
* The Diplomatic Victory condition has been replaced with a new [[Victory (Civ6)#Religion|Religious Victory]] condition.
 
* The Diplomatic Victory condition has been replaced with a new [[Victory (Civ6)#Religion|Religious Victory]] condition.
 
* Support units, such as [[Battering Ram (Civ6)|Battering Rams]] or {{Link6|Anti-Air Gun}}s, can be stacked with other types of units.
 
* Support units, such as [[Battering Ram (Civ6)|Battering Rams]] or {{Link6|Anti-Air Gun}}s, can be stacked with other types of units.
 
* [[:Category:Civilian units (Civ6)|Civilian units]] can be assigned with military escorts.
 
* [[:Category:Civilian units (Civ6)|Civilian units]] can be assigned with military escorts.
* Two land units can be merged in the Renaissance Era to form a "corps" that is 40% stronger. Later, a third unit can be added to form an "army" in the Modern Era. Naval units can likewise be merged into "fleets."
+
* Two land units can be merged in the Renaissance Era to form a "corps" that is 40% stronger. Later, a third unit can be added to form an "army" in the Modern Era. Naval units can likewise be merged into "fleets" and "armadas."
 
* Roads are built automatically along [[trade route (Civ6)|trade routes]].
 
* Roads are built automatically along [[trade route (Civ6)|trade routes]].
 
* Ships can be built not only in the City Center, but also in the {{Link6|Harbor}} district. This way, an inland city that is sufficiently close to the sea may also build ships!
 
* Ships can be built not only in the City Center, but also in the {{Link6|Harbor}} district. This way, an inland city that is sufficiently close to the sea may also build ships!
 
* [[Great People (Civ6)|Great People]] now have unique bonuses, similar to the [[Founding Fathers (Civ4Col)|Founding Fathers]] in ''[[Civilization IV: Colonization|Colonization]]''.
 
* [[Great People (Civ6)|Great People]] now have unique bonuses, similar to the [[Founding Fathers (Civ4Col)|Founding Fathers]] in ''[[Civilization IV: Colonization|Colonization]]''.
* [[AI]] players now follow Agendas; each civilization [[Leaders (Civ6)|leader]] has a historical [[Agenda (Civ6)|agenda]] that dictates playstyle, along with a randomized hidden agenda that can be learned through espionage.
+
* [[AI]] players now follow [[Agenda (Civ6)|Agendas]]; each civilization [[Leaders (Civ6)|leader]] has a historical agenda that dictates playstyle, along with a randomized hidden agenda that can be learned through espionage.
 
* [[Barbarian (Civ6)|Barbarians]] are more organized, sending out [[Scout (Civ6)|scouts]] to plan raids on cities.
 
* [[Barbarian (Civ6)|Barbarians]] are more organized, sending out [[Scout (Civ6)|scouts]] to plan raids on cities.
 
* [[City-state (Civ6)|City-States]] return, with each city-state having a unique bonus for their {{Link6|Suzerain}}.
 
* [[City-state (Civ6)|City-States]] return, with each city-state having a unique bonus for their {{Link6|Suzerain}}.
  +
* Leaders now have their own unique bonuses, along with the bonuses that their Civilization provides.
   
 
== Civilizations & Leaders ==
 
== Civilizations & Leaders ==
 
{{main|Civilizations (Civ6)}}
 
{{main|Civilizations (Civ6)}}
   
There are eighteen civilizations included in the base game at launch. In addition, the Aztec civilization was available exclusively to pre-order customers for the first ninety days after launch. After this ninety day period, the Aztec civilization was made available to all players as free downloadable content.
+
There are eighteen civilizations included in the base game at launch. In addition, the Aztec civilization was available exclusively to pre-order customers for the first ninety days after launch. After this ninety day period, the Aztec civilization was made available to all players as free downloadable content. The Nintendo Switch version contains all vanilla civilizations, as well as the Aztec civilization and all civilizations from the initial four DLC packs.
   
 
Each civilization has three unique components: a [[Units (Civ6)|unit]], a piece of infrastructure (be it a [[Buildings (Civ6)|building]], a [[District (Civ6)|district]] or a [[Tile improvement (Civ6)|tile improvement]]) and an ability. Furthermore, each [[Leaders (Civ6)|leader]] has a distinct ability of their own, as well as a ''unique [[Agenda (Civ6)|agenda]]'' which shapes the leader's playstyle and diplomatic personality when controlled by the AI. Abilities can be multi-faceted, and some leader abilities include a further [[Unique unit (Civ6)|unique unit]], giving the civilization a total of two.
 
Each civilization has three unique components: a [[Units (Civ6)|unit]], a piece of infrastructure (be it a [[Buildings (Civ6)|building]], a [[District (Civ6)|district]] or a [[Tile improvement (Civ6)|tile improvement]]) and an ability. Furthermore, each [[Leaders (Civ6)|leader]] has a distinct ability of their own, as well as a ''unique [[Agenda (Civ6)|agenda]]'' which shapes the leader's playstyle and diplomatic personality when controlled by the AI. Abilities can be multi-faceted, and some leader abilities include a further [[Unique unit (Civ6)|unique unit]], giving the civilization a total of two.
Line 318: Line 86:
 
<!-- To edit this list, head over to [[District (Civ6)]] -->
 
<!-- To edit this list, head over to [[District (Civ6)]] -->
 
{{:District (Civ6)}}
 
{{:District (Civ6)}}
  +
   
 
== Wonders ==
 
== Wonders ==
 
{{main|Wonder (Civ6)}}
 
{{main|Wonder (Civ6)}}
<!-- To edit this list, head over to [[Wonder (Civ6)]]: -->{{:Wonder (Civ6)}}
 
   
  +
<!-- To edit this list, head over to [[Wonder (Civ6)]]: -->
=== Natural Wonders ===
 
  +
  +
{{:Wonder (Civ6)}}
  +
  +
== Natural Wonders ==
 
{{main|Natural wonder (Civ6)}}
 
{{main|Natural wonder (Civ6)}}
  +
<!-- To edit this list, head over to [[Natural wonder (Civ6)]]: -->{{:Natural wonder (Civ6)}}
 
  +
{{:Natural Wonder (Civ6)/List of Natural Wonders}}<!-- To edit this list go to [[Natural Wonder (Civ6)/List of Natural Wonders]] -->
   
 
== City-States ==
 
== City-States ==
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File:CIVILIZATION VI - First Look The Art of Civilization VI - International Version (With Subtitles)
 
File:CIVILIZATION VI - First Look The Art of Civilization VI - International Version (With Subtitles)
 
File:Civilization VI (Six!) - Pre-Release Gameplay Footage! - Part 1 of 2|Pre-Release Gameplay Footage by quill18!
 
File:Civilization VI (Six!) - Pre-Release Gameplay Footage! - Part 1 of 2|Pre-Release Gameplay Footage by quill18!
  +
File:Civilization VI – Announce Trailer - PS4 and Xbox One|PS4 and Xbox One announcement trailer
 
</gallery>
 
</gallery>
   
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{{Civilization}}
 
{{Civilization}}
   
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[[de:Civilization VI]]
 
[[es:Sid Meier's Civilization VI]]
 
[[es:Sid Meier's Civilization VI]]
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[[nl:Civilization VI]]
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[[ru:Civilization VI]]
 
[[Category:Games]]
 
[[Category:Games]]
 
[[Category:Civilization VI]]
 
[[Category:Civilization VI]]

Revision as of 11:53, 14 October 2019

Sid Meier's Civilization VI (called Civilization VI or Civ6 for short) is a turn-based strategy game in the Civilization franchise that was released in 2016. The lead producer of the game is Dennis Shirk, and the lead designer is Ed Beach.

The game's first expansion pack, Rise and Fall, was released on February 8, 2018. Its second expansion pack, Gathering Storm, was released on February 14, 2019.

New Features

  • New game engine with support for a day/night cycle and camera rotation.
  • Cities now span multiple tiles, called "districts." Wonders are similarly constructed on tiles rather than within the city itself.
  • City growth is kept in check by a Housing metric, which is increased by certain buildings, fresh water, and tile improvements. Happiness is once again per-city, and improved through Amenities.
  • Workers have been replaced with Builders that complete their jobs instantly but have only a limited number of uses.
  • Civics are researched in a Civic tree parallel to the traditional scientific tech tree. Progress through this tree is made through Culture Culture, instead of Science Science.
  • Research has been changed with a Eureka mechanic that accelerates research time. If you haven't seen any sea, it'll be more difficult to research Sailing, for example. On the other hand, a coastal city would give you a boost for researching naval technologies. Civics research is likewise boosted through Inspirations.
  • Governments are back. Governments can be further customized by mixing and matching various policy cards that the Civic tree unlocks.
  • Diplomacy evolves through times. The designers remarked that Teddy Roosevelt put it very well when he said: "As civilization grows, warfare becomes less and less the normal condition of foreign relations."
  • Espionage and gossip are now the primary means of learning intel on rival civilizations' activities.
  • The Great Works system makes a return from Brave New World, with improvements.
  • Religion is back, more complex than ever. You can build religious-oriented buildings in your Holy Sites. Inquisition can have a more important role in the game. A unit called an Apostle has been added.
  • The Diplomatic Victory condition has been replaced with a new Religious Victory condition.
  • Support units, such as Battering Rams or Anti-Air Guns, can be stacked with other types of units.
  • Civilian units can be assigned with military escorts.
  • Two land units can be merged in the Renaissance Era to form a "corps" that is 40% stronger. Later, a third unit can be added to form an "army" in the Modern Era. Naval units can likewise be merged into "fleets" and "armadas."
  • Roads are built automatically along trade routes.
  • Ships can be built not only in the City Center, but also in the Harbor district. This way, an inland city that is sufficiently close to the sea may also build ships!
  • Great People now have unique bonuses, similar to the Founding Fathers in Colonization.
  • AI players now follow Agendas; each civilization leader has a historical agenda that dictates playstyle, along with a randomized hidden agenda that can be learned through espionage.
  • Barbarians are more organized, sending out scouts to plan raids on cities.
  • City-States return, with each city-state having a unique bonus for their Suzerain.
  • Leaders now have their own unique bonuses, along with the bonuses that their Civilization provides.

Civilizations & Leaders

There are eighteen civilizations included in the base game at launch. In addition, the Aztec civilization was available exclusively to pre-order customers for the first ninety days after launch. After this ninety day period, the Aztec civilization was made available to all players as free downloadable content. The Nintendo Switch version contains all vanilla civilizations, as well as the Aztec civilization and all civilizations from the initial four DLC packs.

Each civilization has three unique components: a unit, a piece of infrastructure (be it a building, a district or a tile improvement) and an ability. Furthermore, each leader has a distinct ability of their own, as well as a unique agenda which shapes the leader's playstyle and diplomatic personality when controlled by the AI. Abilities can be multi-faceted, and some leader abilities include a further unique unit, giving the civilization a total of two.


Civilization Leader(s) Civilization Ability Unique Unit Unique Infrastructure
American
American
Teddy Roosevelt
Teddy Roosevelt[2]
Founding Fathers

Government legacy bonuses accumulate in half the usual number of turns.
R&F-Only All Diplomatic Policy Diplomatic policy slots in the current government are converted to Wildcard Slot Wildcard slots.
GS-Only All Diplomatic Policy Diplomatic policy slots in the current government are converted to Wildcard Slot Wildcard slots. +1 Diplomatic Favor Diplomatic Favor per turn for each Wildcard slot in the current government.

P-51 Mustang
P-51 Mustang
Film Studio
Film Studio
Teddy Roosevelt (Bull Moose)
Teddy Roosevelt (Bull Moose)[3]
Teddy Roosevelt (Rough Rider)
Teddy Roosevelt (Rough Rider)[3]
Abraham Lincoln
Abraham Lincoln[4]
Arabian
Arabian
Saladin (Vizier)
Saladin (Vizier)
The Last Prophet

Automatically receives the final Great Prophet Great Prophet when the next-to-last one is claimed (unless one has already been earned through other means). +1 Science Science per foreign city following Arabia's Religion.

Mamluk
Mamluk
Madrasa
Madrasa
Saladin (Sultan)
Saladin (Sultan)[4]
Australian
Australian[5]
John Curtin
John Curtin[5]
Land Down Under

+3 Housing Housing in coastal cities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campus, Commercial Hub, Holy Site, and Theater Square districts gain +1 to their yields in tiles with Charming Appeal, and +3 in tiles with Breathtaking Appeal.

Digger
Digger
Outback Station
Outback Station
Aztec
Aztec[6]
Montezuma
Montezuma[6]
Legend of the Five Suns

Can spend Builder charges to complete 20% of a district's Production Production cost.

Eagle Warrior
Eagle Warrior
Tlachtli
Tlachtli
Babylonian
Babylonian[7]

Hammurabi
Hammurabi[7]

Enuma Anu Enlil

Eureka Eurekas instantly unlock their respective technologies. -50% Science Science per turn.

Sabum Kibittum
Sabum Kibittum
Palgum
Palgum
Brazilian
Brazilian
Pedro II
Pedro II
Amazon

Rainforest tiles provide a +1 adjacency bonus for Campus, Commercial Hub, Holy Site, and Theater Square districts. Owned Rainforests provide +1 Appeal to adjacent tiles, instead of the usual -1.

Minas Geraes
Minas Geraes
Street Carnival
Street Carnival
Copacabana
Copacabana R&F-Only
Byzantine
Byzantine[8]
Basil II
Basil II[8]
Taxis

+3 Strength Combat and Religious Strength Religious Strength for all units for each Holy City converted to Byzantium's Religion (including Byzantium's own Holy City). Byzantium's Religion is spread to nearby cities when a unit from an enemy civilization or city-state is defeated. +1 Great Prophet Great Prophet point from Holy Sites.

Dromon
Dromon
Hippodrome
Hippodrome
Theodora
Theodora[9]
Canadian
Canadian GS-Only
Wilfrid Laurier
Wilfrid Laurier GS-Only
Four Faces of Peace

Cannot declare Surprise Wars or war on city-states. Surprise Wars cannot be declared on Canada. For every 100 Tourism Tourism earned, gain 1 Diplomatic Favor Diplomatic Favor. +100% Diplomatic Favor Diplomatic Favor gained from successfully completing Emergencies or Scored Competitions.

Mountie
Mountie
Ice Hockey Rink
Ice Hockey Rink
Chinese
Chinese
Qin Shi Huang (Mandate of Heaven)
Qin Shi Huang (Mandate of Heaven)
Dynastic Cycle

Eureka Eurekas and Inspiration Inspirations provide an extra 10% of the Science Science and Culture Culture cost for researching technologies and civics. Completing a Wonder grants a Eureka Eureka and Inspiration Inspiration from that Wonder's era.

Crouching Tiger
Crouching Tiger
Great Wall
Great Wall
Qin Shi Huang (Unifier)
Qin Shi Huang (Unifier)[10]
Kublai Khan (Chinese)
Kublai Khan (Chinese)[11][12]
Yongle
Yongle[10]
Wu Zetian
Wu Zetian[10]
Cree
Cree R&F-Only
Poundmaker
Poundmaker R&F-Only
Nîhithaw

Gains +1 Trade Route Trade Route capacity and a free Trader with Pottery. Unclaimed tiles within three tiles of a Cree city come under Cree control when a Trader first moves into them.

Okihtcitaw
Okihtcitaw
Mekewap
Mekewap
Dutch
Dutch R&F-Only
Wilhelmina
Wilhelmina R&F-Only
Grote Rivieren

Rivers provide a +2 adjacency bonus for Campus, Theater Square, and Industrial Zone districts. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles.

GS-Only Rivers provide a +2 adjacency bonus for Campus, Theater Square, and Industrial Zone districts. Building a Harbor triggers a Culture Bomb, claiming surrounding tiles. +50% Production Production towards the Dam district and Flood Barrier building.

De Zeven Provinciën
De Zeven Provinciën
Polder
Polder
Egyptian
Egyptian
Cleopatra (Egyptian)
Cleopatra (Egyptian)
Iteru

+15% Production Production towards districts and wonders built next to a River. Floodplains do not prevent placement of districts and wonders.

GS-Only +15% Production Production towards districts and wonders built next to a River. Districts, improvements and units are immune to damage from floods.

Maryannu Chariot Archer
Maryannu Chariot Archer
Sphinx
Sphinx
Cleopatra (Ptolemaic)
Cleopatra (Ptolemaic)[13]
Ramses II
Ramses II[13]
English
English[14]
Victoria (Age of Empire)
Victoria (Age of Empire)
Vanilla and R&F-Only: British Museum
Each Archaeological Museum can hold six Artifact Artifacts instead of three and can build two Archaeologists instead of one. Archaeological Museums are automatically themed when they have six Artifact Artifacts.

GS-Only: Workshop of the World
Iron and Coal Mines accumulate +2 resources per turn. +100% Production Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when powered receive +4 of their respective yields. +20% Production Production towards Industrial Zone buildings. Harbor buildings grant +10 Strategic Resource stockpiles.
Sea Dog
Sea Dog
Royal Navy Dockyard
Royal Navy Dockyard
Victoria (Age of Steam)
Victoria (Age of Steam)[15]
Eleanor of Aquitaine (English)
Eleanor of Aquitaine (English)[16] GS-Only
Elizabeth I
Elizabeth I[15]
Ethiopian
Ethiopian[17]

Menelik II
Menelik II[17]

Aksumite Legacy

Improved resource tiles receive +1 Faith Faith for each copy of the resource the city owns. International Trade Route Trade Routes grant +0.5 Faith Faith for each resource in the origin city. Can purchase Archaeologists and Archaeological Museums with Faith Faith.

Oromo Cavalry
Oromo Cavalry
Rock-Hewn Church
Rock-Hewn Church
French
French
Catherine de Medici (Black Queen)
Catherine de Medici (Black Queen)
Grand Tour

+20% Production Production towards Medieval, Renaissance and Industrial Era Wonders. Double Tourism Tourism from Wonders of any Era.

Garde Impériale
Garde Impériale
Château
Château
Catherine de Medici (Magnificence)
Catherine de Medici (Magnificence)[18]
Eleanor of Aquitaine (French)
Eleanor of Aquitaine (French)[16] GS-Only
Gallic
Gallic[8]
Ambiorix
Ambiorix[8]
Hallstatt Culture

Mines gain +1 Culture Culture, provide a +0.5 adjacency bonus for all districts and trigger a Culture Bomb when built, claiming surrounding unowned tiles. Specialty districts do not receive an adjacency bonus from other districts and cannot be built next to the City Center.

Gaesatae
Gaesatae
Oppidum
Oppidum
Georgian
Georgian R&F-Only
Tamar
Tamar R&F-Only
Strength in Unity

Dedications chosen at the beginning of a Golden Age or Heroic Age also grant their Normal Age bonuses towards improving Era Score, in addition to their regular bonuses. +50% Production Production towards walls.

Khevsur
Khevsur
Tsikhe
Tsikhe
German
German
Frederick Barbarossa
Frederick Barbarossa
Free Imperial Cities

Each city can build one more specialty District District than the Citizen Population limit would normally allow.

U-Boat
U-Boat
Hansa
Hansa
Ludwig II
Ludwig II[9]
Gran Colombian
Gran Colombian[19]
Simón Bolívar
Simón Bolívar[19]
Ejército Patriota

+1 Movement Movement for all units. Promoting a unit does not end that unit's turn.

Llanero
Llanero
Hacienda
Hacienda
Greek
Greek
Pericles
Pericles
Plato's Republic

Gains an additional Wildcard Slot Wildcard policy slot in all Governments.

Hoplite
Hoplite
Acropolis
Acropolis
Gorgo
Gorgo
Hungarian
Hungarian GS-Only
Matthias Corvinus
Matthias Corvinus GS-Only
Pearl of the Danube

+50% Production Production for districts and buildings built across a river from a City Center.

Huszár
Huszár
Thermal Bath
Thermal Bath
Incan
Incan GS-Only
Pachacuti
Pachacuti GS-Only
Mit'a

Citizens may work Mountain tiles. Mountain tiles provide +2 Production Production, and +1 Food Food for each adjacent Terrace Farm. Mountain tiles provide an additional +1 Production Production when Inca reaches the Industrial Era.

Warak'aq
Warak'aq
Terrace Farm
Terrace Farm
Indian
Indian
Gandhi
Gandhi
Dharma

Indian cities receive the Follower Beliefs of all religions with at least one follower in them, not just the majority religion.

GS-Only Indian cities receive the Follower Beliefs of all religions with at least one follower in them, not just the majority religion, and gain +1 Amenity Amenity for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian Trade Route Trade Routes.

Varu
Varu
Stepwell
Stepwell
Chandragupta
Chandragupta R&F-Only
Indonesian
Indonesian[20]
Gitarja
Gitarja[20]
Great Nusantara

Coast and Lake tiles provide a +0.5 adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. Entertainment Complexes built adjacent to a Coast or Lake tile provide +1 Amenity Amenity.

Jong
Jong
Kampung
Kampung
Japanese
Japanese
Hojo Tokimune
Hojo Tokimune
Meiji Restoration

Districts receive a +1 adjacency bonus for each adjacent district, instead of +0.5.

Samurai
Samurai
Electronics Factory
Electronics Factory
Tokugawa
Tokugawa[21]
Khmer
Khmer[20]
Jayavarman VII
Jayavarman VII[20]
Grand Barays

Cities with an Aqueduct receive +1 Amenity Amenity, and +1 Faith Faith for every Citizen Population. Farms receive +2 Food Food when adjacent to an Aqueduct, and +1 Faith Faith when adjacent to a Holy Site.

Domrey
Domrey
Prasat
Prasat
Kongolese
Kongolese
Mvemba a Nzinga
Mvemba a Nzinga
Nkisi

Relic Relics, Artifact Artifacts and Sculpture Sculptures grant +2 Food Food, +2 Production Production, +1 Faith Faith, and +4 Gold Gold. The Palace has four extra slots for Great Works. +50% Great Artist Great Artist, Great Musician Great Musician, and Great Merchant Great Merchant points gained from all sources.

Ngao Mbeba
Ngao Mbeba
Mbanza
Mbanza
Nzinga Mbande
Nzinga Mbande[4]
Korean
Korean R&F-Only
Seondeok
Seondeok R&F-Only
Three Kingdoms

Farms receive +1 Food Food and Mines receive +1 Science Science for each adjacent Seowon.

Hwacha
Hwacha
Seowon
Seowon
Sejong
Sejong[9]
Macedonian
Macedonian[22]
Alexander
Alexander[22]
Hellenistic Fusion

Conquering a city grants a free Eureka Eureka for each Encampment and Campus district in the conquered city and a free Inspiration Inspiration for each Holy Site and Theater Square district.

Hypaspist
Hypaspist
Basilikoi Paides
Basilikoi Paides
Malian
Malian GS-Only
Mansa Musa
Mansa Musa GS-Only
Songs of the Jeli

City Centers receive +1 Faith Faith and +1 Food Food for every adjacent Desert and Desert Hills tile. Mines receive -1 Production Production and +4 Gold Gold. May purchase Commercial Hub buildings with Faith Faith. -30% Production Production towards buildings and units.

Mandekalu Cavalry
Mandekalu Cavalry
Suguba
Suguba
Sundiata Keita
Sundiata Keita[13]
Māori
Māori GS-Only
Kupe
Kupe GS-Only
Mana

Starts with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. +5 Strength Combat Strength and +2 Movement Movement for embarked units. Unimproved Woods and Rainforests grant +1 Production Production, increasing to +2 Production Production with Mercantilism and +3 Production Production with Conservation. +1 Food Food from Fishing Boats. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writer Great Writers cannot be earned.

Toa
Toa
Marae
Marae
Mapuche
Mapuche R&F-Only
Lautaro
Lautaro R&F-Only
Toqui

Cities with an established Governor gain +5% Culture Culture, +5% Production Production, and +10% combat experience towards all units trained in the city. These numbers are tripled in cities not founded by the Mapuche. All cities within 9 tiles of a city with your Governor gain +4 Loyalty per turn towards your civilization.

Malón Raider
Malón Raider
Chemamull
Chemamull
Mayan
Mayan[19]
Lady Six Sky
Lady Six Sky[19]
Mayab

Cities do not receive additional Housing Housing from being adjacent to fresh water or coast. Cities gain +1 Amenity Amenity for each Luxury Resource adjacent to the City Center. Farms grant +1 Housing Housing, +1 Production Production if adjacent to an Observatory, and +1 Gold Gold.

Hul'che
Hul'che
Observatory
Observatory
Mongolian
Mongolian R&F-Only
Genghis Khan
Genghis Khan R&F-Only
Örtöö

Sending a Trade Route Trade Route immediately creates a Trading Posts Trading Post in the destination city, instead of when the Trade Route Trade Route is completed. Gains an extra level of Visibility Diplomatic Visibility with civilizations that have a Mongolian Trading Posts Trading Post. +6 Strength Combat Strength for all units for each level of Visibility Diplomatic Visibility Mongolia has over the other civilization, instead of the usual +3 Strength Combat Strength.

Keshig
Keshig
Ordu
Ordu
Kublai Khan (Mongolian)
Kublai Khan (Mongolian)[11][12]
Norwegian
Norwegian
Harald Hardrada (Konge)
Harald Hardrada (Konge)
Knarr

Norwegian units gain the ability to enter Ocean tiles with Shipbuilding, instead of Cartography, and pay no additional Movement Movement costs to embark or disembark. Naval melee units can heal in neutral territory.

Berserker
Berserker
Stave Church
Stave Church
Harald Hardrada (Varangian)
Harald Hardrada (Varangian)[15]
Nubian
Nubian[23]
Amanitore
Amanitore[23]
Ta-Seti

+30% Production Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production Production for Mines over strategic resources, and +2 Gold Gold for Mines over bonus and luxury resources.

Pítati Archer
Pítati Archer
Nubian Pyramid
Nubian Pyramid
Ottoman
Ottoman GS-Only
Suleiman (Kanuni)
Suleiman (Kanuni) GS-Only
Great Turkish Bombard

+30% Production Production toward Siege units. Siege units gain +5 Strength Combat Strength when attacking defensible districts. Conquering a city doesn't cause that city to lose Citizen Population. +1 Amenity Amenity and +4 Loyalty per turn for cities not founded by the Ottomans.

Barbary Corsair
Barbary Corsair
Grand Bazaar
Grand Bazaar
Suleiman (Muhteşem)
Suleiman (Muhteşem)[21]
Persian
Persian[22]
Cyrus
Cyrus[22]
Satrapies

Gains +1 Trade Route Trade Route capacity with Political Philosophy. Domestic Trade Route Trade Routes provide +2 Gold Gold and +1 Culture Culture. Roads built inside Persian territory are one level more advanced than usual.

Immortal
Immortal
Pairidaeza
Pairidaeza
Nader Shah
Nader Shah[21]
Phoenician
Phoenician GS-Only
Dido
Dido GS-Only
Mediterranean Colonies

Starts with the Eureka Eureka for Writing. Coastal cities founded by Phoenicia and in the same continent as their Capital Capital always have full Loyalty. Settlers receive +2 Movement Movement and Sight Sight while embarked, and pay no Movement Movement costs to embark or disembark.

Bireme
Bireme
Cothon
Cothon
Polish
Polish[24]
Jadwiga
Jadwiga[24]
Golden Liberty

Building an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. One Military Policy Military policy slot in all governments is converted into a Wildcard Slot Wildcard policy slot.

Winged Hussar
Winged Hussar
Sukiennice
Sukiennice
Portuguese
Portuguese
João III
João III
Casa da Índia

International Trade Route Trade Routes can only be sent to cities on the coast or with a Harbor, but gain a +50% increase to all yields. Traders have +50% range over water, and can embark as soon as they are unlocked.

Nau
Nau
Navigation School
Navigation School
Roman
Roman
Trajan
Trajan
All Roads Lead to Rome

Founded or conquered cities start with a Trading Post and, if within Trade Route Trade Route range of the Capital Capital, a road to it. Trade Route Trade Routes generate +1 additional Gold Gold from Roman Trading Posts they pass through.

Legion
Legion
Bath
Bath
Julius Caesar
Julius Caesar[4]
Russian
Russian
Peter
Peter
Mother Russia

Founded cities start with five additional tiles. Tundra tiles provide +1 Faith Faith and +1 Production Production, in addition to their usual yields.

GS-Only Founded cities start with five additional tiles. Tundra tiles provide +1 Faith Faith and +1 Production Production, in addition to their usual yields. Units are immune to damage from Blizzards. +100% damage from Blizzards inside Russian territory to civilizations at war with Russia.

Cossack
Cossack
Lavra
Lavra
Scottish
Scottish R&F-Only
Robert the Bruce
Robert the Bruce R&F-Only
Scottish Enlightenment

Happy cities gain +5% Science Science and +5% Production Production, and generate +1 Great Scientist Great Scientist point in their Campuses and +1 Great Engineer Great Engineer point in their Industrial Zones. Ecstatic cities double these bonuses.

Highlander
Highlander
Golf Course
Golf Course
Scythian
Scythian
Tomyris
Tomyris
People of the Steppe

Building a light cavalry unit or Saka Horse Archer grants a free second copy of that unit.

Saka Horse Archer
Saka Horse Archer
Kurgan
Kurgan
Spanish
Spanish
Philip II
Philip II
Treasure Fleet

May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Route Trade Routes receive 3 Gold Gold, 2 Faith Faith and 1 Production Production. Trade Routes between cities on different continents gain triple these yields. Cities not on your original Capital Capital's continent receive 25% extra Production Production towards District Districts and a Builder when founded.

Conquistador
Conquistador
Mission
Mission
Sumerian
Sumerian

Gilgamesh
Gilgamesh

Epic Quest

Capturing a Barbarian Outpost also grants a Tribal Village reward. Levying city-state units costs 50% less Gold Gold.

War-Cart
War-Cart
Ziggurat
Ziggurat
Swedish
Swedish GS-Only
Kristina
Kristina GS-Only
Nobel Prize

Gains 50 Diplomatic Favor Diplomatic Favor whenever a Great Person is earned. +1 Great Engineer Great Engineer points from Factories and +1 Great Scientist Great Scientist points from Universities. Sweden's presence in the game adds three unique World Congress competitions in the Industrial Era.

Carolean
Carolean
Open-Air Museum
Open-Air Museum
Vietnamese
Vietnamese[12]
Bà Triệu
Bà Triệu[12]
Nine Dragon River Delta

Land specialty District Districts can only be built on Woods, Rainforest or Marsh tiles. Buildings on these features receive additional yields: +1 Culture Culture in Woods, +1 Science Science in Rainforest, and +1 Production Production in Marsh. Can plant Woods with Medieval Faires, instead of Conservation.

Voi Chiến
Voi Chiến
Thành
Thành
Zulu
Zulu R&F-Only
Shaka
Shaka R&F-Only
Isibongo

Capturing a city will upgrade the capturing unit, as long as the necessary civics are unlocked: from a normal unit into a Corps or Fleet, and from a Corps or Fleet into an Army or Armada. Cities with a garrisoned unit gain +3 Loyalty per turn, increasing to +5 Loyalty if the garrisoned unit is a Corps or Army.

Impi
Impi
Ikanda
Ikanda
  1. 1.0 1.1 https://ir.take2games.com/news-releases/news-release-details/sid-meiers-civilizationr-vi-coming-xbox-one-and-playstation-4?field_nir_news_date_value%5Bmin%5D=2019
  2. Not available when playing with Teddy Roosevelt Persona Pack.
  3. 3.0 3.1 Added in the Teddy Roosevelt Persona Pack (July 23, 2020).
  4. 4.0 4.1 4.2 4.3 Added in the Great Negotiators Pack (21 November 2022). Additionally, Julius Caesar is not included in the pack but for the players who have registered the 2K account.
  5. 5.0 5.1 Added in Australia Civilization & Scenario Pack (23 February 2017).
  6. 6.0 6.1 Preorder DLC. Became available for all players free of charge 90 days after the release of the game.
  7. 7.0 7.1 Added in Babylon Pack (19 November 2020).
  8. 8.0 8.1 8.2 8.3 Added in Byzantium & Gaul Pack (24 September 2020).
  9. 9.0 9.1 9.2 Added in the Great Builders Pack.
  10. 10.0 10.1 10.2 Added in the Rulers of China Pack.
  11. 11.0 11.1 Kublai Khan is both a Chinese and a Mongolian leader.
  12. 12.0 12.1 12.2 12.3 Added in Vietnam & Kublai Khan Pack (28 January 2021).
  13. 13.0 13.1 13.2 Added in the Rulers of the Sahara Pack.
  14. The English in the vanilla game and the Rise and Fall expansion have the special ability British Museum while in the expansion Gathering Storm they have the ability Workshop of the World.
  15. 15.0 15.1 15.2 Added in the Rulers of England Pack.
  16. 16.0 16.1 Eleanor of Aquitaine is both an English and a French leader.
  17. 17.0 17.1 Added in Ethiopia Pack (23 July 2020).
  18. Added in the Catherine de Medici Persona Pack (July 23, 2020).
  19. 19.0 19.1 19.2 19.3 Added in Maya & Gran Colombia Pack (21 May 2020).
  20. 20.0 20.1 20.2 20.3 Added in Khmer and Indonesia Civilization & Scenario Pack (19 October 2017).
  21. 21.0 21.1 21.2 Added in the Great Commanders Pack (15 December 2022).
  22. 22.0 22.1 22.2 22.3 Added in Persia and Macedon Civilization & Scenario Pack (28 March 2017).
  23. 23.0 23.1 Added in Nubia Civilization & Scenario Pack (27 July 2017).
  24. 24.0 24.1 Added in Poland Civilization & Scenario Pack (20 December 2016).

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.


Districts

Cities take up multiple tiles, in that one district may be placed on one tile. Assuming that a city has several districts, this city now sprawls over several tiles.

Districts themselves act as containers for buildings of the same type. For example, the Campus district may contain buildings such as a Library, University, and Research Lab.

There are approximately 12 types of districts in the game, with two or three of them available from the beginning of the game. The rest can be unlocked via technological or civic research.  

The following lists all district types. Unique buildings and districts are in italics.

BackArrowGreen Back to Civilization VI
BackArrowGreen Back to City
Blue arrow right Go to List of districts in Civ6


A District District is an essential part of a city in Civilization VI that manifests the city's development and specialization over time. Districts are a brand new feature in Civilization VI.

Civilization VI screenshot 1

Districts and World Wonders around a city

What is a district?

A district is a distinct part of a city which is found on terrain outside the city center (i.e., the city's main tile), and which focuses on developing some gameplay aspect in this city. Think of it as a visual manifestation of the implied parts of a city in other Civilization games: a military part, a scientific part, a cultural part, etc. Civilization VI separates these parts from the City Center, giving them autonomy and making them at the same time more powerful and more vulnerable to enemy attacks. The main city tile, where a city is originally found, still remains the focus of city life and power, but only hosts several essential buildings, such as the Granary and city walls. It is nevertheless still the most important part of a city, which an attacker needs to conquer in order to take the whole city. This part is now known as the City Center.

Once built, districts will confer stat yields, bonuses and unlock new possibilities for their parent city. City Buildings which were before implicitly related to different gameplay aspects, are now explicitly allocated to the respective city district, are unlocked only after building that district, and will physically reside there, Your Library and University, for example, will appear in your Campus district (the Science Science-oriented part of the city), not in the main city. Similarly, once you've built an Encampment district, your military units will start appearing there, instead of in the City center (reinforcing the notion that troops are now trained in the special facilities there). Once you've built a Harbor district, you will be able to build ships there, even though your city center is away from the shore.

Types of Districts

Most districts are "specialty districts"; that is, they fulfill a specific gameplay role, not technically related to the city's basic functioning. They are subject to population constraints, meaning that the current Citizen Population of the city will determine the maximum number of specialty districts which it may construct. Specialty districts confer a number of other bonuses to their city (for example, additional Strength Combat Strength) and determine its eligibility for many policies' bonuses. Most specialty districts also have a project attached to them: these projects are undertaken from the city production queue, and upon completion award a set amount of yields and Great Person Great Person points (depending on the district), and may be done as many times as desired.

There are also the Neighborhood, Spaceport, and "engineering districts" (i.e., the Aqueduct, Dam, and Canal), which are exceptional - despite being built outside of the City Center, they are considered an integral part of the city systems and may be built in any city where the necessary prerequisites are met, regardless of Citizen Population and how many other districts it has. Also, in Gathering Storm, the construction of engineering districts can be rushed by Military Engineers.

Different districts are unlocked over time via technical or civic development. Check individual articles for specifics.

Building a district

Districts are built via the normal production process of the city - just look in the Production list.

Basic requirements

In order to build any district, you must first unlock it by making the necessary technological or civic advancements. Most districts are unlocked within the first three eras of the game, but the Spaceport is only unlocked in the Atomic Era, so you should plan accordingly.

Since districts are built outside the City Center, you will need a suitable plot of land within city borders. Each District will occupy an entire plot, which you won't be able to use for anything else! In the early stages of developing a city there will be very few choices for district placement (since by necessity these are limited due to the limited number of tiles the city controls); but if the city has good Culture Culture output its borders will grow quickly, adding more choices.

Finally, for specialty districts you will need to increase the city's Citizen Population first. New cities won't have enough citizens to populate and work more than a single district; over time, this situation will change, and you will be able to build a new district in the city. Each 3 additional Citizen Citizens beyond the first allow the city to support one additional district (i.e., two districts with 4 Citizen Population, three districts with 7 Citizen Population, and so on).

Note that a city may have only one of each specialty district. Non-specialty districts may be built multiple times in a city, with the exception of the Aqueduct (although you may only build multiple Dams if there are multiple rivers with Floodplains in the city). Also, once a district is under construction, you won't be able to move it to another tile. These two facts mean that you should really think very carefully before placing your districts, so as to maximize your future gains and prevent conflicts of interest (e.g., with wonders).

Suitable locations

After you unlock a district and have enough Citizen Population to build it, just select it from the menu and an interface will appear in order to select a location. Valid locations will be highlighted in green. Each city can only build districts on tiles which are included in its own territory. You cannot place districts in other cities' territory, even if these other cities belong to you and the tile in question is up to three tiles away from the City Center!

Districts can only be built on "clean" land. You cannot place a district on a Floodplains tile (except in Gathering Storm, in which you can construct districts on all types of Floodplains), on a tile with a Strategic or Luxury Resource, a tile containing an Antiquity Site Antiquity Site or a Shipwreck Shipwreck (you may use these tiles later, after you excavate its Artifact Artifact), or a tile containing another district or wonder. The tile may contain a Bonus Resource or a removable feature (Woods, Rainforest or Marsh), but you won't be able to place a district there unless you've researched the technology needed to harvest/remove it. Moreover, placing a district on a tile with a resource/feature will remove it without granting you the yield bonus for removing/harvesting it, so you should either reconsider the placement or clear the tile first.

Note that hidden strategic resources do not block placement of districts! It is thus often the case that later, after you develop technologies which reveal them, resources will be revealed on tiles which already contain a district (or a wonder). In this case you will be granted access to that resource, even though you don't have the appropriate improvement on it, and even though you haven't discovered the appropriate technology to access it (which is the case with Oil Oil when found in the sea - its access technology is more advanced than the one revealing it).

The Harbor and Water Park districts may only be placed on a Coast tile adjacent to land; the Aerodrome and Spaceport districts may only be placed on flat land (no Hills!), and the Encampment and Preserve districts cannot be placed next to the City Center. Also, the Aqueduct district must be placed adjacent to both the City Center and to a tile with River, Lake, Oasis, or Mountain. The idea here is that you can decide for strategic purposes to found a City close (but not adjacent) to these features, and later connect the city to them by an Aqueduct to get the Fresh Water Housing Housing bonus. In Gathering Storm, Dam districts may only be placed on a Floodplains tile of the same river the city is built on, and Canal districts may be placed so as to connect bodies of water either with other bodies of water or with a City Center. Also, districts cannot be placed adjacent to the City Center of another city, regardless of the type of district or the ownership status of that other city. With that being said, settling a new city adjacent to a district is still allowed.

Finally, note that the native yields of the target tile will be removed, and replaced later with yields associated with the district itself (adjacency bonus yields, as well as Specialist yields). In Gathering Storm bonus yields from Disasters which happen to fall on tiles with districts will have no actual effect - that is, they will be wasted. So, take care where you place your districts! Theoretically, the best locations for districts are tiles with little or no native yield, such as Desert or Tundra. But of course, you should pay attention to the adjacency bonuses (current and potential) first and foremost.

The perfect location for a district will depend on many additional factors. When you choose to build a district, a special lens will appear, showing the city and its surroundings. Possible locations for the new district will be highlighted, along with some special info:

  • Little icons, combined with colored arrows show possible adjacency bonuses from nearby tiles, also indicating their exact source. These depend wildly on the type of district you're attempting to place; one common icon, a 5-pointed star, signifies "Bonus from Districts". Pay attention to these, as they may show you how you can expand adjacency bonuses in the future.
  • A red exclamation mark means that an existing feature, resource and/or improvement will be removed if you place a District there. This feature may include terrain features such as Woods, resources, or an improvement.
  • A yield icon and a number (+1, +2 and more) means that if you place a district in this tile, it will benefit from bonus yields. Mouse over to see exactly what affects these bonuses.

Production cost

Cost formula

The Production Production cost of a district is progressive, starting from a "base price" in the beginning of the game. Each technology or civic you research increases the price by the following formula:

Cost = [1 + 9 * (max percentage of technology or civics researched)] * (base_cost)

In simpler language, the price is determined by the percentage of the total techs or civics you've researched, whichever is greater. The more techs or civics you have researched, the more expensive district construction is.

The only exception to this formula is the Spaceport, whose base cost is 1800 Production Production but will not scale. The base price for most districts is 54 Production Production, with the exception of the Aqueduct (whose base cost is 36 Production Production), the Government Plaza and the Diplomatic Quarter (whose base cost is 30 Production Production), and the Dam and Canal in Gathering Storm, both of which have a base cost of 81 Production Production. The base cost of a unique district is half of the original district it replaces, so most of them will have a base cost of 27 Production Production, except for the Roman Bath, which has a base cost of 18 Production Production.

As a result of price scaling, districts become increasingly difficult to construct as the game progresses. For old, big cities this usually isn't much of a problem (since their Production Production potential also increases gradually), but for newly established cities in the Modern Era and beyond it becomes a great hindrance. So, it is highly important to place your districts the moment your city population and the relevant tech allows, or you risk wasting construction time unnecessarily. This means you need to plan in advance where and in what order you want to build your districts in each city. Usually, there is a generic ordering based on the phase of the game and the victory type you are pursuing.

District discount mechanics

Districts apart from the Aqueduct, Canal, Dam, Spaceport, Neighborhood, and Preserve can be discounted 40%, with the exception of the Government Plaza and the Diplomatic Quarter, which have a discount of 25%.

Succinctly, this mechanic can be described as follows:

  • If the number of specialty districts completed is greater than or equal to the number researched,
  • Then if the number of existing copies of a district is less than the ratio of specialty districts placed to specialty districts researched,
  • Then the 40% discount applies.

In more detail, for a cost discount to apply you have to satisfy two conditions:

1. Necessary condition: You have to complete as many specialty districts as you have researched.

Let's call the number of specialty districts you have researched (or unlocked) A, and the number of specialty districts you have finished B1, then B1 has to be greater than or equal to A.

For example: You have unlocked the ability to build the Government Plaza, the Holy Site and the Campus (A = 3), and you have built 2 Campuses (B1 = 2). In this case, you have not satisfied the necessary condition for the discount, and thus it will not apply for any specialty district you are about to build until you finish the third specialty district. Remember, B1 only counts finished specialty districts, so just putting down a base without completing it will not count.

This is the necessary condition, meaning it has to be in place for the other (second) condition to be considered, but it will not guarantee an occurrence.

2. Sufficient condition: You will only get the discount on a certain type of district if the number of copies of that district in your empire is lower than the number of constructed districts versus unlocked districts ratio.

Don't worry if that sounds complicated at first. Let's still call the number of districts you have researched (or unlocked) A, the number of districts you have constructed (not completed, but constructed, meaning just putting down a district without finishing does count in this case) B2 , and the number of copies any particular district in question C. In order to know if a particular type of districts receives the discount or not, just compare the number of copies of that district, C, to the B2/A ratio, if the number of copies is lower than the ratio, then the answer is yes, the discount will apply.

For example: You have unlocked the Campus, Government Plaza, Holy Site and Commercial Hub (A = 4). You have constructed 2 Holy Sites, 2 Campuses and the Government Plaza (B2 = 5). (Just a quick reminder of our previous condition: if among these 5 constructed districts, fewer than 4 are completed, the necessary condition is not satisfied, and thus the sufficient condition will not be considered.) The B2/A ratio is 1.25. The current number of Commercial Hubs you have is C = 0, which is smaller than 1.25; therefore, when you build a Commercial Hub in any city, you will receive a 40% discount. After putting down the first Commercial Hub ("constructing"), the value of Commercial Hub will rise to 1, which is still smaller than 1.5 (now A = 4, but B2 = 6) meaning you can concurrently put down another Commercial Hub in another city (without having to wait for the first one to finish), and still get the discount. You will not get the discount when putting down the third Commercial Hub, however, as 2 is larger than 1.75 (A = 4, B2 = 7).

This is the sufficient condition, meaning it has to be satisfied in order to guarantee the desired occurrence.

Combining these two conditions using these terms, where:

  • A = Number of specialty districts researched (unlocked)
  • B1 = Number of specialty districts completed
  • B2 = Number of specialty districts placed (at least started)
  • C = Copies of a particular district

If B1 ≥ A, Then if C < B2/A , the discount applies.

Please note that in both conditions, the mathematical values of A, B1 , and B2 will only be updated when a technology or a civic is completed. Also, once you place a district, the cost of that district is locked in whether or not you complete that district right away, meaning the cost will not scale up with the technology and civic progression, and will not change in your favor or against you if you later satisfy or no longer uphold the discount conditions.

District and building construction can be accelerated via industrial city-states. The Capital Capital receives a +1 Production Production bonus from every such city-state where you have at least 1 Envoy Envoy. All other cities which have an Industrial Zone will receive a +2 Production Production bonus from every such city-state where you have 3 Envoy Envoys, and another +2 Production Production if you have 6 Envoy Envoys.

Each district you construct will come with a Road improvement underneath, starting with the City Center.

Purchasing and speeding up districts

Districts, unlike buildings, generally cannot be purchased with Gold Gold. A few mechanics exist that allow such purchases.

Assigning these Governors to newly founded or captured cities can greatly speed up a city's development.

District mechanics

Each district in the game is focused on a particular gameplay aspect, most of which are also associated with a particular yield. For example, the Campus is focused on Science Science, and the Theater Square on Culture Culture. If you manage to activate their adjacency bonuses (either at district completion, or later after placing other game objects nearby), these districts will start producing the stat corresponding to their gameplay aspect (Science Science from the Campus, Culture Culture from the Theater Square, etc.) even before you construct any buildings in them. These yields may be enhanced further through policy cards. For more information, see below. Furthermore, most districts will immediately start contributing Great Person Great Person points towards a specific Great Person Great Person aligned with the district's domain; for example, the Campus will contribute towards a Great Scientist.

As mentioned above, most districts unlock specific buildings associated with them. In fact, even the main city is now considered a separate district: the Monument, Granary and all other buildings available to a city right from the start are actually available only because they are associated with the only district this city has for now, the City Center. So, when you build additional districts later, all buildings associated with them will also unlock.

It is also important to note that, unlike most tiles, ownership of a district cannot be swapped between cities, even if that district is within range of those other cities. Only the city that builds a district will enjoy any "ownership" benefits from it for the duration of the game, although some districts radiate indirect benefits to other nearby cities.

Also note that, once placed, a district cannot be removed in any way barring Razing the city!

Buildings

Buildings add more functionality to districts, enhancing their usefulness considerably and fulfilling their potential. This usually means more of the yield the district is focused on, but it may also mean contributing certain types of Great Person Great Person points, additional Housing Housing, and also additional Citizen Citizen slots where you can assign Specialists. This is particularly important for very large cities, as they won't have enough terrain slots to put their Citizens to work. Some buildings also provide Great Work slots to house special items and artifacts produced by your civilization.

The buildings in most districts are organized in three tiers. Tier 1 is typically unlocked by the tech or civic which also unlocks the district itself (so you will be able to construct it right away); tiers 2 and 3 unlock much later with game progression. Tier 3 buildings are the most advanced, and besides a slew of bonuses usually add a Power Power requirement to the city (in Gathering Storm only, of course). After the June 2019 Update the Tier 3 building of specialty districts will also enhance Specialist yields for the entire district.

District adjacency bonuses

Most specialty districts may gain additional bonuses from surrounding features: terrain (such as Mountains or Rainforests), wonders, tile improvements, or even other districts. For example, a Campus (the research district) will get a bonus for each adjacent Mountain and Rainforest tile, because they are useful to scientists; while a Holy Site (the religious district) will get bonuses from adjacent natural wonders and Woods, which help inspire people. These adjacency bonuses may also extend to certain buildings within the district (particularly unique buildings). You should study the individual requirements of each district and plan its placement accordingly.

Production-oriented districts

Certain districts are focused on producing specific types of units: the Encampment is focused on land unit production, the Harbor on naval unit production, and the Aerodrome on air unit production. After building these districts in a city, all relevant units will be built there in the future, not in the City Center. What's more, in certain circumstances these districts are required for you to be able to produce units:

  • Air units may only be produced in a city with an Aerodrome district.
  • In vanilla Civilization VI and Rise and Fall:
    • Naval units which require certain strategic resources, of which you only have 1 count, may only be produced in a city with a Harbor (even if the city itself is on the coast). This restriction is lifted if you have 2 counts of the resource.
    • Land units which require certain strategic resources, of which you only have 1 count, may only be produced in a city with an Encampment. This restriction is lifted if you have 2 counts of the resource.

There are several more situations where production of a certain unit requires a district:

Buildings in production-oriented districts may confer a bonus to experience (that is, the rate at which the units earn experience) for some or all units of the particular domain produced in this city. For example, buildings in a Harbor will confer an experience bonus to all ships built in the city, while an Encampment confers a bonus to all land units (although there's a further distinction based on whether you constructed a Barracks or Stable in the district).

The final buildings of the Encampment and Harbor districts - the Military Academy and the Seaport, respectively - permit training of combined units (Corps, Armada, etc.). They also boost the Production Production speed of these combined units, so as to be cheaper and faster to build them than individual units.

Area-effect bonuses

Finally, the effects of certain district-specific buildings extend not only to their own city, but also to all other cities whose City Center is up to 6 tiles away from the relevant District. This is the case with the Factory, the Zoo and some other buildings. To make best use of this ability, try to make cities close to other cities' Industrial or Entertainment centers - they will greatly benefit their neighbors!

In Gathering Storm Power Plants also produce Power Power for all cities within 6 tiles.

Note that bonuses from the same type of buildings in different districts do not stack. Thus, if you have two Factories within 6 tiles of two different City Centers, both these cities will get only a +3 Production Production bonus, not +6.

Unique districts

Some civilizations possess unique districts that replace generic ones. For example, the Greek Acropolis replaces the Theater Square. As a rule, unique districts have half the Production Production cost of standard ones, and usually follow the rules of the district they replace in regard to Citizen Population requirements to build. For example, the German Hansa replaces the Industrial Zone specialty district and does have a Citizen Population requirement. However, the Roman Bath replaces the Aqueduct and does not have a Citizen Population requirement since Aqueducts do not have a Citizen Population requirement. The only exception to this rule is the Vietnamese Thành, which does not have a Citizen Population requirement despite the Encampment having one.

Unique districts often have more powerful - or outright different - adjacency bonuses than the standard districts they replace. Read their descriptions carefully before deciding where to place them.

When a city with a unique district changes hands, this district will be replaced by its generic equivalent unless the new owner has a unique district of the same type, in which case it will be removed instead. An Acropolis, for example, will be replaced by a Theater Square if another civilization captures a Greek city, whereas a Thành will be removed instead of being replaced by an Ikanda if the Zulus capture a Vietnamese city.

From Rise and Fall onward, the first copy of a unique district grants +4 Era Score; however, there is a difference between two "types" of unique district:

  • The unique version of districts that have adjacency bonuses (Seowon, Lavra, Acropolis, Hansa, Cothon, Royal Navy Dockyard, Suguba, Observatory, Oppidum) will only grant Era Score for building it. You will not get extra Era Score for high starting adjacency bonus (e.g., Korea cannot unlock the Splendid Campus historic moment even though their Seowon can start with +4 Science Science).
  • The unique versions of districts that don't have adjacency bonuses (Ikanda, Thành, Street Carnival, Copacabana, Hippodrome) will grant Era Score when built and will still grant more Era Score when you build all three tiers of building in them.
  • The Mbanza is an exception. It only grants Era Score when built but will not unlock the First Neighborhood Historic Moment.

List of districts

Strategy

The new district mechanic is a real game changer for the Civilization series, on several levels:

  • It forces you to consider how to use the land around your City Center. Of course, this is only a part of the new decentralization drive introduced in Civilization VI, but it is arguably the much more important part than the wonder construction. Districts are essential to city development; wonders are not. And in any case, districts will compete directly with tile improvement placement, as permanent standard improvements of the land.
  • It blocks the buildings you have available for construction. Most of these are now tied to a specific district, and if you don't construct it in the city, you won't have access to the buildings in question.
  • Since most districts are specialty districts (i.e., limited by Citizen Population), you are forced to plan the order of the districts you want constructed in each city ahead of time.

Of all these factors, the first one is maybe the most immediately problematic: each District needs to occupy a tile within the city's limits (that city, not a nearby city). This creates the immediate question of whether you have a suitable tile at all within current city limits! Although most districts aren't limited as regards their disposition, there are still rules to follow (e.g., can't place a district on a Resource tile or a tile with a non-removable feature). And then there is the secondary consideration of adjacency bonuses - most districts will have some ideal locations around the city, and others not that good. Many times bonuses for different kinds of districts will overlap, forcing you to think which one you need the most at the moment. In short, you'll find that on many occasions you will be forced to buy suitable tiles if you want to maximize your future district's effectiveness; on other occasions you will be forced to make sacrifices. In all cases planning ahead will help you immensely here - settle cities and then immediately plan which districts you want to build and where. Don't hesitate to remove Bonus Resources (Harvesting them, of course) to make space for districts. You will be rewarded well.

Planning is also the key to the second and third problematic points: the fact is you are only able to build districts (at least specialty ones) as your current Citizen Population allows. This means in practice that you will need to think ahead about which districts and buildings you need right now, and which you can delay and build later. Here is where technological and civic progress comes into focus: although most districts get unlocked in the first three eras, there are some pretty important ones that don't come online until much later in the game. And it is often the case that, when they do unlock, you will not have enough Citizen Population to build and make use of them right away!

As most things in this game, district building depends on your overall strategy: what aspect of the game is the most important for you in general, and what your empire's deficiencies are right now. Also, tech/civic development somewhat limits what types of districts you can construct in the early stages of the game, so let's discuss this:

The first districts you can unlock are the Holy Site (potentially unlocked with the first tech you research), Campus, and Encampment (potentially unlocked with the second tech). Around 70% of the time you'll want to build the Holy Site first, so as to attempt to Found a Religion - this is an asset which can help immensely with most victory conditions in the game. But if you decide you're not that keen on Religion (and the competition is usually too stiff, especially on higher difficulty levels), you should go with a Campus as your first district - the potential benefits are much quicker tech progression (which also unlocks more advanced military tech, helping even militaristic players) and an early Great Scientist. Only the die-hard, early-conquest players should go straight for an Encampment, which will yield an early Great General and help them conquer a neighboring empire within the first 100 turns.

The Government Plaza is a special case: it also unlocks early, but it's not related to specific strategies, and rather to general development of your empire. It has several benefits:

  • It yields Governor Governor Titles for each building constructed in it, including the district itself (so, 4 in total).
  • Its buildings provide great bonuses, each different one tailored to specific game strategies.
  • It provides a standard adjacency bonus to other nearby districts, in addition to the Minor one.
  • It provides +8 Loyalty to its city.

Plus, its Production Production cost is roughly half that of other districts, which makes it easy to construct even in newly-established cities! However, you can only have a single Government Plaza in your empire, so you have to carefully consider where and when construct it. You could choose to build it ASAP, which most probably will mean having it in your Capital Capital. This will give you early access to the extra Governor Governor Titles, which could be priceless. However, you will forego the Loyalty boost effect, which will be useless in the Capital. Or, you could wait a bit and build it in a fringe city. where the Loyalty boost will matter, but you may have troubles constructing the Buildings of the district (which, unlike the district itself, are very expensive, and can't be bought with Gold Gold) - this will have the unwanted side effect of delaying access to their awesome bonuses. But whatever you do, try to build it in such a way as to be able to build other districts around it, in order to use the standard adjacency bonus. The ideal location would be somewhere between a River and a Mountain, in a flat area - this way you can construct a Commercial Hub, a Campus, and possibly an Industrial Zone nearby, all with their respective bonuses activated and enhanced by the Plaza.

In the Classical Era the rest of the main districts will be unlocked (save one): the Theater Square, Commercial Hub, Harbor, as well as the less important Entertainment Complex. Of these the most important, maybe the second most important overall after the Campus and Holy Site, is the Commercial Hub - besides an easily-activated Gold Gold adjacency bonus, it allows an additional Trade Route Trade Route, which is sorely needed by everyone, and starts your progress towards Great Merchants - one of the universally useful Great People in the game. However, seafaring civs will want a Harbor instead of a Commercial Hub - its benefits are even greater, especially for cities along the coast. And of course, the Theater Square will boost civic development for everyone. It is, however, especially important for players who pursue a Cultural Victory - both for the Great Person Great Person points it provides (one for each culturally-oriented Great Person Great Person), and for the Great Work slots. They might consider building it as their second district, if they can progress fast enough.

At this early stage of the game, the Entertainment Complex can be important in two cases: for aggressive conquerors which have problems with Amenities Amenities, and for cities with Loyalty problems. Later, Entertainment Complexes could turn into nice boosters for 'special' city stats, such as Tourism Tourism, also cities with Rainforests can use the Zoo to get Science Science yields there. But there is one more use for these districts: a Loyalty flip! Build them in border cities with good Citizen Population, then use their Bread and Circuses project to apply Loyalty pressure to your neighbors, and maybe eventually flip them to your civ!

The last of the "main" districts, the Industrial Zone, unlocks in the early Medieval Era. Its Production Production bonuses benefit all strategies, so constructing it is a no-brainer. However, try to plan strategically and build an Industrial Zone within 6 tiles of multiple cities, so that you can use it to generate Power Power for them.

At this stage of the game you will be constructing multiple districts in each city. Here comes the next challenge: the Citizen Population constraints, which will force you to evaluate which districts you need the most, both in any given city, and in your empire as a whole. Multiple Campuses will speed up your technological progress; multiple Commercial Hubs will give you lots of Gold Gold to spend as you will; multiple Theater Squares will speed up your civic development. Of course, players with a Religion will want multiple Holy Sites to fuel its expansion; although good Faith Faith generation has other uses as well, and Tier 3 Holy Site buildings have nice additional bonuses. And seafaring civs will want a Harbor in all their coastal cities; militaristic players, however, do not necessarily need multiple Encampments. An Encampment has two main purposes: to improve the quality of produced units (by boosting their XP gain rate), and to produce Great General Great General points. While for the second point more is indeed better, it is clear that not every single city in your empire will be a unit-producing center - you could just as well designate several key cities as such and build Encampments there. You should still produce enough Great General Great General points to earn them regularly, if not all the time. Now, an Encampment may also serve a defensive purpose, but this is valid for all civilizations, not just militaristic ones. Consider importantly located cities across your empire, and build Encampments there for additional defense.

As you start having multiple copies of each Specialty district type your Great Person points generation will take off, along with all your other stats. But keep in mind that the late game district - the Aerodrome, which allows training and maintaining airplanes - is also a specialty district, depending on Citizen Population limits. It unlocks much later in the game (Modern Era), while being just as important as earlier districts! Don't allow a situation when you've built so many districts in each of your cities that you are unable to build these, and have to wait for many turns so that Citizen Population increases.

Aerodromes are important primarily for offensive players seeking a Domination Victory - it is very difficult to attain one without a good air force in the late game. Of course, airplanes for defensive purposes are also important, especially if your neighbors are aggressive and are ahead of you in the science field. However, it is possible to use ground- or sea-based anti-air to defend; they won't serve for offense, though. In short, plan ahead of time to have at least two cities capable of constructing an Aerodrome as soon as you unlock it with Flight. They should be in strategic locations near the borders of your empire, so that their airplanes could be useful.

The Water Park also unlocks late in the game, but since it is virtually a copy of the Entertainment Complex meant for coastal cities, we won't discuss it much. Suffice it to say that it is a good choice to build instead of an Entertainment Complex for empires which have water tiles and not that many land tiles.

Now, the Spaceport could be the most important district in the entire game or the least important one, depending on whether or not you are pursuing a Science Victory. In the first case, you should take care to be able to build it as soon as you research Rocketry, and not just a single one at that! The Spaceport is the most Production Production-intensive district in the game (it costs as much as most wonders), and you need one for all Science Victory-related projects. Now, despite the fact that most of these projects are prerequisites for the more advanced ones (e.g., Launch Moon Landing requires Launch Earth Satellite) and you can technically complete them all with a single Spaceport, enemy Spies can attack your Spaceports directly, disabling them and halting your progress. Having multiple Spaceports will help with that.

Civilopedia entry

In Civilization VI, buildings are no longer trapped in your City Center, but may sprawl across your territory as part of districts. The map is more important than ever as you are faced with important strategic placement decisions. The Campus and Holy Site each receive special boosts from placement near Mountain tiles, but the Campus also benefits from a nearby Rainforest tile.

A city must expand its Citizen Population before it can construct multiple districts:

  • 1 Citizen Population for 1 District
  • 4 Citizen Population for 2 Districts
  • 7 Citizen Population for 3 Districts
  • Each additional District requires +3 Citizen Population

The Aqueduct, Neighborhoods, and Spaceports ignore this Citizen Population requirement. Districts which require a certain number of Citizen Population are specialty districts.

When a city is ready to construct something, the Choose Production button will appear. If a district can be constructed, it will appear on this menu. Click on the district to order the city to begin construction, opening the district placement lens. Here, you will be given an overview of the different yield outcomes available on the tiles surrounding your City Center, and you can better make a decision about where to place your district. This lens will also show you which tiles are unavailable, as some districts have very specific placement requirements (for example, the Encampment cannot be built adjacent to a City Center). Furthermore, all districts must be built within 3 tiles of a City Center.

Districts may be placed on top of features such as Woods or Rainforest if you have the technology to remove those features, but for a longer construction time. No District can be built on a floodplain, unless you're playing as Egypt.

Related achievements

District 12
District 12
Build every district type in one city and the Colosseum
In the book series The Hunger Games, contestants from 12 districts compete in a televised fight to the death in a custom-made arena.
Meiji Restoration
Meiji Restoration
Playing as Japan, have a district with 6 adjacent unpillaged districts.
The Meiji Restoration was when Japan embarked on industrialization after being visited by Europeans with superior technology.
Civilization VI Districts [edit]
AerodromeAqueduct (Bath) • Campus (Observatory1Seowon R&F-Only) • Canal GS-OnlyCity CenterCommercial Hub (Suguba GS-Only) • Dam GS-OnlyDiplomatic Quarter1Encampment (Ikanda R&F-OnlyThành1) • Entertainment Complex (Street CarnivalHippodrome1) • Government Plaza R&F-OnlyHarbor (Cothon GS-OnlyRoyal Navy Dockyard) • Holy Site (Lavra) • Industrial Zone (HansaOppidum1) • Neighborhood (Mbanza) • Preserve1SpaceportTheater Square (Acropolis) • Walled Quarter2Water Park R&F-Only (Copacabana R&F-Only)
1 Requires DLC2 The Black Death scenario only

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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.


Wonders


BackArrowGreen Back to Civilization VI
Blue arrow right Go to Natural Wonder article
Blue arrow right Go to List of wonders in Civ6

Civ vi wonder movies

Wonders are mega-buildings that are unique in the world and provide potent bonuses to a civilization. All wonders are inspired by, and named after, famous real-world buildings or landmarks that have stood the test of time and changed the world forever. Wonders require time, energy, and effort to complete, but once constructed, they provide your civilization with many benefits.

Civilization VI adds a feature known as "wonder movies," which allows you to watch a wonder being constructed from scratch in less than 30 seconds (somewhat similar to the wonder movies from Civilization IV). This replaces the announcement screen you see in Civilization V when you complete a wonder.

Building a wonder

Building a wonder is an important achievement for a civilization. Each specific wonder may exist only once in the whole world, so their construction is, in fact, a race between civilizations. Players should plan their progression well if they want to be able to build the wonders they covet! Note that, unlike in Civilization V, the "consolation prize" for failing to complete a wonder before another player is not Gold Gold, but 50% of the Production Production invested in it (which is arguably much more useful, since it allows the players who didn't complete the wonder to catch up on lost construction opportunities).

In relation to previous games, Civilization VI adds a revolutionary new feature: wonders are now constructed not inside a city (that is, in the City Center), but on a separate tile near a city (like a Planetary Wonder in Sid Meier's Civilization: Beyond Earth). This is part of the overall de-centralization drive of the game, which seeks to spread various city features to the surrounding land, so wonders will now have to compete for space with both District Districts and tile improvements. What's more, there are now a slew of specific requirements for almost all wonders, which can encompass terrain type, adjacency, or other game elements. Finally, many wonders are now unlocked via the new civics tree, instead of the normal tech tree.

Wonders can only be built on valid land tiles (or Coast tiles, in some cases) that don't contain a district, a luxury resource, or a strategic resource. You'll only be able to build a wonder on a Marsh if you have Irrigation or on a Rainforest if you have Bronze Working (because these are the techs which enable you to remove such features from the terrain). Also, any other existing improvements and bonus resources will be removed from the tile, so it is advisable to build them on flat land or Hills tiles with no resources or features (like Woods). Flat Desert tiles with no resources are perfect for constructing wonders since they don't provide any yield normally anyway. Note that, since you cannot "work" a wonder (that is, you cannot assign Citizen Citizens to its tile), you will be unable to use the yields of its tile anymore; however, the tile will continue providing adjacency bonuses. This is important for wonders which are constructed on terrain features without removing them (such as Chichen Itza or the Mahabodhi Temple).

Since wonders are placed on tiles owned by cities, a city cannot begin constructing a wonder unless it owns all of the requisite improvements (such as a Camp for the Temple of Artemis), District Districts, and buildings (or their unique replacements). If a wonder must be adjacent to a specific type of terrain or resource (such as Stone Stone for Stonehenge or Cattle Cattle for Great Zimbabwe), those in neutral territory or territory owned by another city will satisfy this condition. Once a city has broken ground for a wonder (i.e., moved it to the front of its production queue), none of that player's other cities can attempt to build that same wonder - the city that broke ground for the wonder first is the only one that can work on it until that player (or one of their opponents) completes the wonder.

Wonder construction can be accelerated via industrial city-states. The Capital Capital gains a +2 Production Production bonus from every such city-state where you have at least 1 Envoy Envoy. All other cities which have an Industrial Zone (including the Capital Capital, if it has one) will gain +2 Production Production from every such city-state where you have 3 Envoy Envoys, and another +2 Production Production if you have 6 Envoy Envoys. Note that in Rise and Fall, these additional bonuses are tied to the presence of a Workshop and a Factory (respectively) and with the Ethiopia Pack, they are also tied to the Diplomatic Quarter and its buildings.

With these new mechanics it becomes much more difficult to construct wonders because, depending on their specific starting location and available nearby terrain (as well as their general development), players have access to far fewer wonders than before. However, this can also work to the players' advantage: each wonder is less likely to be snatched up by whoever managed to research the tech that unlocks it first, allowing you to have a chance to construct it even if you aren't leading in Science Science or Culture Culture. One can also expect to see much more strategy-specific wonder construction, where each particular civ will construct only wonders which suit its overall strategy and/or terrain availability.

Breaking ground for a land-based wonder also builds a road in (but not to) that tile, and unlike most natural wonder tiles your units can move across them. Even if you fail to complete the wonder, the road still stays; however, without roads on adjacent tiles, the road left by the incomplete wonder will be drawn as a circle. The borders of a city that completes a wonder will immediately expand by two tiles, provided there are tiles within range for the city to claim.

If a city is razed after completing a wonder, the wonder is lost forever and cannot be rebuilt elsewhere. Any wonders caught in the blast radius of a nuclear weapon will be pillaged and cease to function until repaired.[1]

All wonders have the base Tourism Tourism yield of 2, which increases by 1 every time you enter a new era through technology or civic research (irrespective of the current World Era), so early wonders always have higher Tourism Tourism potential than later wonders. For example, the Great Bath, an Ancient Era wonder, will start generating 2 Tourism Tourism per turn when built; however, after you research the first technology or civic of the Classical Era, it will generate 3 Tourism Tourism per turn instead, increasing to 4 Tourism Tourism per turn when a Medieval technology or civic is researched, and so on. If you successfully build a wonder from a past era, this has no effect on its Tourism Tourism yield, so if the Great Bath is built when you have already researched a Classical Era technology or civic, it still generates 3 Tourism Tourism per turn like normal.

List of wonders in Civ6

Videos

All_Wonders_-_Civilization_6_-_Some_Wonders_of_the_World_🗼

All Wonders - Civilization 6 - Some Wonders of the World 🗼

References

See also

Civilization VI Wonders [edit]
Wonders AlhambraAmundsen-Scott Research Station R&F-OnlyAngkor Wat1Apadana1Big BenBiosphère1Bolshoi TheatreBroadwayCasa de Contratación R&F-OnlyChichen ItzaColosseumColossusCristo RedentorEiffel TowerEstádio do MaracanãEtemenanki1Forbidden CityGolden Gate Bridge GS-OnlyGreat Bath GS-OnlyGreat LibraryGreat LighthouseGreat ZimbabweHagia SophiaHanging GardensHermitageHuey TeocalliJebel Barkal1Kilwa Kisiwani R&F-OnlyKotoku-in R&F-OnlyMachu Picchu GS-OnlyMahabodhi TempleMausoleum at Halicarnassus1Meenakshi Temple GS-OnlyMont St. MichelOracleOrszágház GS-OnlyOxford UniversityPanama Canal GS-OnlyPetraPotala PalacePyramidsRuhr ValleyStatue of Liberty R&F-OnlyStatue of Zeus1St. Basil's Cathedral R&F-OnlyStonehengeSydney Opera HouseTaj Mahal R&F-OnlyTemple of Artemis R&F-OnlyTerracotta ArmyTorre de Belém1University of Sankore GS-OnlyVenetian Arsenal
Natural wonders Bermuda Triangle1Chocolate Hills GS-OnlyCliffs of DoverCrater LakeDead SeaDelicate Arch R&F-OnlyEye of the Sahara R&F-OnlyEyjafjallajökull1Fountain of Youth1Galápagos IslandsGiant's Causeway1Gobustan GS-OnlyGreat Barrier ReefHạ Long Bay1Ik-Kil GS-OnlyKakadu2Lake Retba R&F-OnlyLysefjord1Mato Tipila GS-OnlyMatterhorn R&F-OnlyMount EverestMount KilimanjaroMount Roraima R&F-OnlyMount Vesuvius GS-OnlyPaïtiti1Pamukkale GS-OnlyPantanalPinnacles2PiopiotahiSahara el Beyda GS-OnlyTorres del PaineTsingy de BemarahaUbsunur Hollow R&F-OnlyUluru1Vinland2YosemiteZhangye Danxia R&F-Only
1 Requires DLC2 Specific scenarios only

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

Natural Wonders

Natural Wonder (Civ6)/List of Natural Wonders

City-States

There are six types of city-states in the game. To influence city-states, civilizations can send Envoy Envoy Envoys, and receive larger bonuses (based on city-state type) for higher numbers of Envoy Envoy Envoys. The civilization with the most influence over any single city-state becomes the Suzerain, as long as that civilization has three or more Envoy Envoy Envoys present. If two or more civilizations are tied for influence (same number of Envoy Envoy Envoys), there is no Suzerain. The Suzerain receives a bonus unique to the city-state in question. Suzerains may pay Gold Gold to take control of their city-state's military units for 30 turns.


Envoys

Envoy Envoy Envoys are representatives of your civilization that can be sent to city-states that you've met. By default, one Envoy Envoy Envoy is earned for every 100 influence points that you accumulate. The bonuses you earn from a city-state depend on how many Envoy Envoy Envoys you have sent to the city-state. One bonus is earned for having 1 Envoy Envoy Envoy, the next bonus is at 3 Envoy Envoy Envoys, and the final bonus is at 6 Envoy Envoy Envoys. Declaring war directly on a city-state removes all Envoy Envoy Envoys you had there. Otherwise, Envoy Envoy Envoys stay on the city-state permanently.

City-states that you have met can periodically generate a quest, such as sending a Trade Route Trade Route Trade Route. Completing a quest automatically grants you 1 additional Envoy Envoy Envoy in that city-state.

Civics

Social policies have been removed and replaced with civics, which are unlocked with culture via a research-style civics tree. Civics grant bonuses, unlock buildings and wonders, give you Policy Cards, and open up government types. In single-player games, the discovery of each civic (and tech) is accompanied by a famous quotation from history that is voiced by Sean Bean.

Policy Cards

Policy Cards, once unlocked via the civics tree, are placed in your Policy Card deck. From there they may be selected to customize your government. The government's card configuration can be changed at any time for a gold cost, or for free whenever a new civic is unlocked.

These cards come in four types:

  • Military
  • Economic
  • Diplomatic
  • Wild

Governments

All civilizations begin with the Chiefdom government upon researching Code of Laws; further government types are unlocked via the civics tree. Anarchy is not present when changing government types unless reverting to a government which has been previously chosen.

Each government has a unique bonus, an additional legacy bonus earned by keeping the government type for an extended and unbroken period, and a different configuration of Policy Card slots.


Government Required Civic Policy Cards Details
Ancient (2 slots)
Chiefdom
Chiefdom
Code of Laws
Code of Laws
Military Policy
Economic Policy
Classical (4 slots)
Autocracy
Autocracy
Political Philosophy
Political Philosophy
Military Policy
Economic Policy
Diplomatic Policy
Wildcard Policy
Effects: Capital Capital receives +1 boost to all yields.

10% Bonus to wonder Production Production.

R&F-Only +1 to all yields for each government building and Palace in a city.

+10% Production Production toward Wonders.

Legacy Bonus: Additional +1% Bonus to wonder Production Production every 20 turns.
Classical Republic
Classical Republic
Political Philosophy
Political Philosophy

Economic Policy Economic Policy
Diplomatic Policy
Wildcard Policy
Effects: All cities with a district receive +1 Amenity Amenity.

15% Bonus to Great Person Great People point generation.

R&F-Only All cities with a district receive +1 Housing Housing and +1 Amenity Amenity.

+15% Great Person Great Person points.

Legacy Bonus: Additional +1% Bonus to Great Person Great People point generation every 15 turns.
Oligarchy
Oligarchy
Political Philosophy
Political Philosophy
Military Policy Military Policy
Economic Policy

Wildcard Policy
Effects: All land melee units gain +4 Strength Combat Strength.

20% Bonus experience for units.

R&F-Only All land melee, anti-cavalry, and naval melee class units gain +4 Strength Combat Strength.

+20% Unit Experience.

Legacy Bonus: Additional +1% Bonus experience for units every 5 turns.
Medieval/Renaissance (6 slots)
Merchant Republic
Merchant Republic
Exploration
Exploration
Military Policy
Economic Policy Economic Policy
Diplomatic Policy Diplomatic Policy
Wildcard Policy
Effects: +2 Trade Route Trade Routes.

15% Discount on Gold Gold purchases.

R&F-Only +10% Gold Gold in all cities with an established Governor.

+15% Production Production toward Districts.

Legacy Bonus: Additional +1% Discount on Gold Gold purchases every 15 turns.
Monarchy
Monarchy
Divine Right
Divine Right
Military Policy Military Policy
Economic Policy
Diplomatic Policy
Wildcard Policy Wildcard Policy
Effects: +2 Housing Housing in any city with medieval walls.

20% Bonus influence points.

R&F-Only +1 Housing Housing per level of Walls. +50% Influence Points.

GS-Only +1 Housing Housing per level of Walls. +2 Diplomatic Favor Diplomatic Favor for every Renaissance Walls. +50% Influence Points.

Legacy Bonus: Additional +1% Bonus influence points every 10 turns.
Theocracy
Theocracy
Reformed Church
Reformed Church
Military Policy Military Policy
Economic Policy Economic Policy
Diplomatic Policy
Wildcard Policy
Effects: Can buy land combat units with Faith Faith. All units gain +5 Religious Strength Religious Strength in theological combat.

15% Discount on Faith Faith purchases.

R&F-Only +5 Religious Strength Religious Strength in Theological Combat. +0.5 Faith Faith per Citizen Citizen in cities with Governors.

15% Discount on Purchases with Faith Faith.

Legacy Bonus: Additional +1% Discount on Faith Faith purchases every 15 turns.
Modern (8 slots)
Communism
Communism
Class Struggle
Class Struggle
Military Policy Military Policy Military Policy
Economic Policy Economic Policy Economic Policy
Diplomatic Policy
Wildcard Policy
Effects: Land units gain +4 Strength Defense Strength. Industrial Zone districts can defend.

10% bonus on all Production Production.

R&F-Only +0.6 Production Production per Citizen Citizen in cities with Governors.

+15% Production Production.

GS-Only +0.6 Production Production per Citizen Citizen in cities with Governors.

+10% Science Science.

Legacy Bonus: Additional +1% bonus on all Production Production every 20 turns.
Democracy
Democracy
Suffrage
Suffrage
Military Policy
Economic Policy Economic Policy Economic Policy
Diplomatic Policy Diplomatic Policy
Wildcard Policy Wildcard Policy
Effects: Patronage of Great People costs 50% less Gold Gold.

30% bonus yields from district projects.

R&F-Only +1 Production Production, +1 Housing Housing per District.

25% Discount on Purchases with Gold Gold.

GS-Only Your Trade Route Trade Routes to an Ally's city provide +4 Food Food and +4 Production Production for both cities. Alliance Points with all allies increase by an additional .25 per turn.

15% Discount on Purchases with Gold Gold.

Legacy Bonus: Additional +1% bonus yields from district projects every 10 turns.
Fascism
Fascism
Totalitarianism
Totalitarianism
Military Policy Military Policy Military Policy Military Policy
Economic Policy
Diplomatic Policy
Wildcard Policy Wildcard Policy
Effects: All combat units gain +4 Strength Combat Strength.

20% bonus on unit Production Production.

R&F-Only All units gain +5 Strength Combat Strength. War Weariness reduced by 15%.

+50% Production Production toward Units.

Legacy Bonus: Additional +1% bonus on unit Production Production every 10 turns.
Information (10 slots) GS-Only
Digital Democracy
Digital Democracy
Distributed Sovereignty
Distributed Sovereignty
Military Policy
Economic Policy
Diplomatic Policy Diplomatic Policy Diplomatic Policy
Wildcard Policy Wildcard Policy Wildcard Policy Wildcard Policy Wildcard Policy
Effects: +2 Amenities Amenities in all cities, and +2 Culture Culture per Specialty District.

-3 Strength Combat Strength for all units.

Synthetic Technocracy
Synthetic Technocracy
Optimization Imperative
Optimization Imperative
Military Policy
Economic Policy Economic Policy Economic Policy
Diplomatic Policy
Wildcard Policy Wildcard Policy Wildcard Policy Wildcard Policy Wildcard Policy
Effects: +3 Power Power in all cities, and +30% Production Production towards all city projects.

-10% Tourism Tourism.

Corporate Libertarianism
Corporate Libertarianism
Venture Politics
Venture Politics
Military Policy Military Policy Military Policy
Economic Policy
Diplomatic Policy
Wildcard Policy Wildcard Policy Wildcard Policy Wildcard Policy Wildcard Policy
Effects: Commercial Hubs and Encampments provide cities with +10% Production Production, and accumulating resources with improvements provide +1 per turn.

-10% Science Science.

Additional slots

Certain wonders and abilities award additional, free policy slots. These can be filled with cards of the appropriate type, regardless of a civilization's current government.

Military

Economic

Diplomatic

Wild

Pantheons

Icon Name Description
City Patron Goddess City Patron Goddess +25% Production Production toward districts in cities without a specialty district.
Dance of the Aurora Dance of the Aurora Holy Site districts get +1 Faith Faith from adjacent Tundra tiles.
Desert Folklore Desert Folklore Holy Site districts get +1 Faith Faith from adjacent Desert tiles.
Divine Spark Divine Spark +1 Great Person Great Person Points from Holy Sites (Prophet), Campuses (Scientist), and Theater Squares (Writer).
GS-Only +1 Great Person Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer).
Earth Goddess Earth Goddess +1 Faith Faith from tiles with Charming or Breathtaking Appeal.
GS-Only +1 Faith Faith from tiles with Breathtaking Appeal.
Fertility Rites Fertility Rites City growth rate is 10% higher.
GS-Only When chosen, receive a Builder in your capital. City growth rate is 10% higher.
Fire Goddess Fire Goddess GS-Only +2 Faith Faith from Geothermal Fissures and Volcanic Soil.
God of Craftsmen God of Craftsmen +1 Production Production from Mines over improved Strategic resources.
GS-Only +1 Production Production and +1 Faith Faith from improved Strategic resources.
God of Healing God of Healing Increases units' healing by 30 in Holy Site districts, or any adjacent tiles.
God of the Forge God of the Forge +25% Production Production toward Ancient and Classical military units.
God of the Open Sky God of the Open Sky +1 Culture Culture from Pastures.
God of the Sea God of the Sea +1 Production Production from Fishing Boats.
God of War God of War Bonus Faith Faith equal to 50% of the strength of each combat unit killed within 8 tiles of a Holy Site district.
Goddess of Festivals Goddess of Festivals +1 Food Food from Wine Wine, Incense Incense, Cocoa Cocoa, Tobacco Tobacco, Coffee Coffee, and Tea Tea Plantations.
R&F-Only +1 Food Food from Wine Wine, Incense Incense, Cocoa Cocoa, Tobacco Tobacco, Olives Olives, Coffee Coffee, and Tea Tea Plantations.
GS-Only +1 Culture Culture from Plantations.
Goddess of the Harvest Goddess of the Harvest[1] Harvesting a resource or removing a feature receives Faith Faith equal to the other yield's quantity.
Goddess of the Hunt Goddess of the Hunt +1 Food Food from Camps.
GS-Only +1 Food Food and +1 Production Production from Camps.
Initiation Rites Initiation Rites +50 Faith Faith for each Barbarian Outpost cleared.
GS-Only +50 Faith Faith for each Barbarian Outpost cleared. The unit that cleared the Barbarian Outpost heals +100 HP.
Lady of the Reeds and Marshes Lady of the Reeds and Marshes +1 Production Production from Marsh, Oasis, and Desert Floodplains.
GS-Only +2 Production Production from Marsh, Oasis, and Desert Floodplains.
Monument to the Gods Monument to the Gods +15% Production Production to Ancient and Classical era Wonders.
Oral Tradition Oral Tradition[1] +1 Culture Culture from Bananas Bananas, Citrus Citrus, Cotton Cotton, Dyes Dyes, Silk Silk, Spices Spices, and Sugar Sugar Plantations.
Religious Idols Religious Idols +2 Faith Faith from Mines over Luxury and Bonus resources.
River Goddess River Goddess +1 Amenity Amenity to cities if they have a Holy Site district adjacent to a River.
GS-Only +2 Amenities Amenities and +2 Housing Housing to cities if they have a Holy Site district adjacent to a River.
Religious Settlements Religious Settlements Border expansion rate is 15% faster.
GS-Only When chosen, receive a Settler in your capital. Border expansion rate is 15% faster.
Sacred Path Sacred Path Holy Site districts get +1 Faith Faith from adjacent Rainforest tiles.
Stone Circles Stone Circles +2 Faith Faith from Quarries.
  1. 1.0 1.1 Removed from Gathering Storm in the June 2019 Update.

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

Victory Conditions

There are five victory conditions in Civ6, corresponding to many of the major aspects of the game. You can win by focusing on scientific advancement and ultimately establishing a base on Mars. Cultural victory returns from its debut in Civ5 and looks similar to the incarnation in Brave New World; it triggers when you attract more visiting tourists than any country has domestic tourists. Religious victory replaces the diplomatic victory from Civ5 and requires that you become the predominant religion (followed by > 50% of cities) in every civilization in the game. Score and Domination victories return as well.

Screenshots

Videos

External links

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.
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