Civilization Wiki
m (→‎Strategy: Added a link.)
Tag: Visual edit
mNo edit summary
Line 2: Line 2:
 
|trade_yields =
 
|trade_yields =
 
|production_cost =54
 
|production_cost =54
|unlocks_buildings =Food Market, Shopping Mall
+
|unlocks_buildings = Food Market,Shopping Mall
 
|advance_required = Urbanization
 
|advance_required = Urbanization
 
|note =A district in your city that provides {{housing6}} Housing based on the {{Link6|Appeal}} of the {{Link6|tile}}.
 
|note =A district in your city that provides {{housing6}} Housing based on the {{Link6|Appeal}} of the {{Link6|tile}}.

Revision as of 09:44, 9 April 2020

BackArrowGreen Back to the list of districts


The Neighborhood is a district in Civilization VI which provides Housing Housing Housing. It requires the Urbanization Civic.

  • Effects:
    • Provides Housing Housing Housing dependent on the Appeal rating of the tile where it is built:
    • Does not depend on Citizen Population.
    • No limit on the number that can be built per city.

Buildings

In Rise and Fall, the following buildings can be constructed in a Neighborhood:

Strategy

The Neighborhood epitomizes the Modern Era's tendency of people to abandon the rural lifestyle and move into cities. It provides the means to increase the Citizen Population of big cities even more in the late game, when you have already exhausted all other possibilities for Housing Housing Housing. However, not a lot of people enjoy living next to ugly Mines, loud Aerodromes and parasite-infested Rainforests (unless you're Brazilian). Thus, more people will be able to live in your Neighborhoods when you place them near attractive Coasts, Water Parks and natural wonders.

A common strategy is to replace Farms with Neighborhoods. Farms may not be that needed in the late game, as you gain other means of feeding your Citizen Population, and as the territory around your cities increases and gives access to more resources. Note, however, that a tile with a Neighborhood doesn't produce anything but Housing Housing Housing, since it can't be worked at all. If you plan to replace a lot of Farms with Neighborhoods, you can run Public Transport to amass a lot of Gold Gold for your effort.

Additionally, Neighborhoods are directly vulnerable to enemy Spies, via the Recruit Partisans espionage mission. If carried out successfully, this will cause 2-4 rebel (i.e. barbarian) units to spawn around the district. Their level will match the current World Era, including the very powerful Mechanized Infantry (in the Information Era). Of course, rebels will be at least Industrial Era-level (since the target district becomes available only then), but most probably Modern Era or better.

Civilopedia entry

Mr. Rogers lived in an idealized one, as do Big Bird and Cookie Monster. In truth, neighborhoods are rarely such functional social networks with friendly values, aspirations, and culture. With the advent of the Industrial Revolution, for the first time more people lived in cities than the countryside; given that transport was limited and slow, overcrowded and unsanitary tenements grew in places like London, New York, and Berlin so the factory workers and office clerks could be near their place of employment. Then came the telephone and automobile; suddenly those middle-class wage slaves could escape the teeming slums and ghettos and move to the suburbs. By the 1880s, London was surrounded by planned "estates" such as Wembley Park and Kingsbury Garden Village ... and soon so were most other industrial cities.