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Navigation is a Wildcard Policy Card in Civilization VI.
Strategy[]
Navigation is probably one of the most pointless policy cards in the game. Different from the Encampment, the Harbor is a powerful District that fulfills both militaristic and economic purposes. It is what happens when an Encampment and a Commercial Hub fuse into one, and then add even more Gold, Food, Production, and Housing on top of that. Any maritime civilization will want to have a Harbor in every single city they own if possible, which means they will end up with all the Great Admiral points they ever need. A precious Wildcard policy slot should be dedicated to something that's more significant or useful overall.
Civilopedia entry[]
Early “navigators” plotted their course by the stars; although hardly an exact science, by the European Medieval Age navigation had been elevated to one of the “seven mechanical arts.” This was due in part to a few inventions to help mariners keep from going astray (although they tended not to leave sight of land). Since estimating speed and direction by the seaweed going by was rather inaccurate, the Han Chinese devised the mariner’s compass around 206 BC. The next great advance came in the Middle Ages when Arabic sailors improved the kamal, used for celestial navigation, into the astrolabe. Once mariners began keeping detailed records, the first nautical charts – portolan charts – were drawn … and finding home got more assured.
See also[]
- Navigation in other games