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The Diplomatic Quarter is a specialty District in Civilization VI, dedicated to foreign policy and international relations. It requires the Mathematics technology.
Vanilla and Rise and Fall[]
- Effects:
- +1
Culture from each Delegation or Embassy from a foreign civilization through diplomacy.
- +1
Envoy when built next to the City Center.
- Enemy Spies operate at 2 levels below normal when targeting this district or adjacent districts.
- +1
- Restrictions:
- Limit of one per civilization.
Gathering Storm[]
- Effects:
- +1
Diplomatic Favor from each Delegation or Embassy from a foreign civilization through diplomacy.
- +1
Envoy when built next to the City Center.
- Enemy Spies operate at 2 levels below normal when targeting this district or adjacent districts.
- +1
- Restrictions:
- Limit of one per civilization.
Buildings[]
The following buildings can be constructed in a Diplomatic Quarter:
Strategy[]
With the release of the Ethiopia Pack, the Diplomatic Quarter was introduced to reduce the power of yields from city-states, effectively making the game last a bit longer. Now, in order to fully benefit from your tributary states, you need to construct this district and its buildings. The yields from city-states are now as follows:
- Having 1
Envoy grants +1 yield for each tier 1 building of the respective district and the
Capital.
- Having 3
Envoys grants +2 yield for each tier 2 building of the respective district and the Consulate.
- Having 6
Envoys grants +3 yield for each tier 3 building of the respective district and the Chancery.
- If the city-state is a trade city-state, the bonus yield will be +2
Gold, +4
Gold, and +6
Gold for 1, 3, and 6
Envoys (respectively).
At any rate, the Diplomatic Quarter is not quite as powerful as the Government Plaza, but strong nonetheless. The Consulate and Chancery are both buildings with powerful effects, and its Diplomatic Favor bonus is strong as well. There are two main ways to use the district's effects:
- Via its anti-espionage properties. If you're playing a
Tourism-focused game, build a hexagon of, for example, your City Center, Theater Square, and several wonders with Great Work slots, and place your Diplomatic Quarter in the center to keep enemy Spies from stealing your Great Works or neutralizing your Curator Pingala; if you're aiming for the stars, make sure this district covers your Campus, Industrial Zone, Spaceport, and City Center so enemy Spies can't steal your technologies, sabotage your
Production, ruin your Science Victory projects, or neutralize your Space Initiative Pingala. The downside is that methods like this require a lot of foresight: when you're fumbling around in the Classical Era, only just having discovered Mathematics, the first thought on your mind is hardly a devious Black Queen Catherine sabotaging your moon landing in the Atomic Era.
- Via its city-state yield boosters. If you're playing a diplomacy game in the old sense (i.e., attempting to improve relations with as many city-states as possible), you will be able to enjoy very nice yields for the Diplomatic Quarter's parent city. For instance, having 3
Envoys at an industrial city-state with this district and a Consulate constructed will grant you 4
Production; if you have 3
Envoys at both a scientific city-state and an industrial city-state, you will get 4
Production and 4
Science from this district and the Consulate combined. These bonuses increase even further when you have more
Envoys in the late game: having 6
Envoys at two scientific city-states and all buildings in this district will be worth about 20
Science per turn, which can scale nicely with Pingala. The best part is that you don't need to be Suzerain of a city-state to enjoy the bonuses; you just need to have the requisite number of
Envoys there and not be at war with it. Spread out your
Envoys instead of concentrating on a particular city-state, utilize Amani strategically, and turn the city with the Diplomatic Quarter into an industrial powerhouse. This strategy correlates very nicely with both the Barbarian Clans and Monopolies and Corporations game modes - if the latter is enabled, make sure you have an Industry or Corporation which boosts a particular yield your city-state allies provide in abundance in every relevant city.
The +1 Diplomatic Favor applies to Delegations you receive from other civilizations, which means friendly relations are needed. Being denounced or starting a war will remove them.
The Diplomatic Quarter can never be captured. If the parent city changes ownership, it and all of its buildings will be removed even if the new owner hasn't built this District anywhere else in their empire.
Civilopedia entry[]
Meetings of foreign leaders, even in ancient times, do not just involve two people sitting down to talk. Rather, they are accompanied by a vast network of ambassadors, consuls, aides, translators, etc. All these people need a place to work. In Washington D.C., a stretch of Massachusetts Avenue serves as just this sort of place devoted to diplomacy. Lining this street, are sometimes luxurious, sometimes modest, sometimes old and sometimes brand-new buildings sporting the flags of multiple nations. Most nations have such neighborhoods: Seoul’s Itaewon, Beijing’s Chaoyang, Paris’s 7th arrondissement, Abuja’s Independence and Constitution Aves, are just some examples. These are places where foreign leaders come, discuss, and have their representatives. And not just foreigners: diplomatic quarters are also centers for universities’ international schools, think-tanks and lobbying firms, places to eat, drink and entertain… and spy and counterspy.
Gallery[]
Civilization VI Districts [edit] |
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Aerodrome • Aqueduct (Bath) • Campus (Observatory1 • Seowon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1 Requires DLC • 2 The Black Death scenario only
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