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{{District_(Civ6) |
{{District_(Civ6) |
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|trade_yields = |
|trade_yields = |
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− | |production_cost = |
+ | |production_cost =54 |
− | |unlocks_buildings = |
+ | |unlocks_buildings = Food Market,Shopping Mall |
|advance_required = Urbanization |
|advance_required = Urbanization |
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− | |note =A district in your city that provides {{housing6}} |
+ | |note =A district in your city that provides {{housing6}} Housing based on the {{Link6|Appeal}} of the {{Link6|tile}}. |
+ | }} |
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− | The '''Neighborhood''' is a [[District (Civ6)|district]] in ''[[Civilization VI]]''. |
+ | The '''Neighborhood''' is a [[District (Civ6)|district]] in ''[[Civilization VI]]'' which provides {{Housing6}} Housing. It requires the [[Urbanization (Civ6)|Urbanization]] [[Civics (Civ6)|Civic]]. |
+ | * Effects: |
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− | ==Game Info== |
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+ | ** Provides {{Housing6}} Housing dependent on the {{Link6|Appeal}} rating of the {{Link6|tile}} where it is built: |
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− | A Neighborhood district extends the housing capacity of a city. Requires discovery of the [[Urbanization (Civ6)|Urbanization]] civic. Unlike other districts, multiple Neighborhoods can be built per city. |
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+ | ** Does not depend on {{Population6}} Population. |
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+ | ** No limit on the number that can be built per city. |
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+ | === Buildings === |
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− | The [[City (Civ6)#Housing|Housing]] amount is determined by the tile's Appeal rating: |
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+ | In ''[[Civilization VI: Rise and Fall|Rise and Fall]]'', the following buildings can be constructed in a Neighborhood: |
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+ | * [[Food Market (Civ6)|Food Market]] (mutually exclusive with Shopping Mall) |
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+ | * [[Shopping Mall (Civ6)|Shopping Mall]] (mutually exclusive with Food Market) |
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+ | |||
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+ | == Strategy == |
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+ | The Neighborhood epitomizes the [[Modern Era (Civ6)|Modern Era's]] tendency of people to abandon the rural lifestyle and move into cities. It provides the means to increase the {{Citizen6}} Population of big cities even more in the late game, when you have already exhausted all other possibilities for {{Housing6}} Housing. However, not a lot of people enjoy living next to ugly [[Mine (Civ6)|Mines]], loud [[Aerodrome (Civ6)|Aerodromes]] and parasite-infested [[Rainforest (Civ6)|Rainforests]] (unless you're [[Brazilian (Civ6)|Brazilian]]). Thus, more people will be able to live in your Neighborhoods when you place them near attractive [[Coast (Civ6)|Coasts]], [[Water Park (Civ6)|Water Parks]] and [[Natural Wonder (Civ6)|natural wonders]]. |
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+ | A common strategy is to replace [[Farm (Civ6)|Farms]] with Neighborhoods. Farms may not be that needed in the late game, as you gain other means of feeding your {{Citizen6}} Population, and as the territory around your cities increases and gives access to more [[Resources (Civ6)|resources]]. Note, however, that a tile with a Neighborhood doesn't produce anything but {{Housing6}} 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 (Civ6)|Public Transport]] to amass a lot of {{Gold6}} for your effort. |
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+ | Additionally, Neighborhoods are directly vulnerable to enemy [[Spy (Civ6)|Spies]], via the [[Espionage (Civ6)#Espionage Missions|Recruit Partisans]] espionage mission. If carried out successfully, this will cause 2-4 rebel (i.e. [[Barbarian (Civ6)|barbarian]]) units to spawn around the district. Their level will match the current [[Era (Civ6)|World Era]], including the very powerful [[Mechanized Infantry (Civ6)|Mechanized Infantry]] (in the [[Information Era (Civ6)|Information Era]]). Of course, rebels will be at least [[Industrial Era (Civ6)|Industrial Era]]-level (since the target district becomes available only then), but most probably [[Modern Era (Civ6)|Modern Era]] or better. |
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+ | ==Civilopedia entry== |
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+ | 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. |
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Revision as of 17:35, 15 April 2020
The Neighborhood is a district in Civilization VI which provides Housing Housing. It requires the Urbanization Civic.
- Effects:
Buildings
In Rise and Fall, the following buildings can be constructed in a Neighborhood:
- Food Market (mutually exclusive with Shopping Mall)
- Shopping Mall (mutually exclusive with Food Market)
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 Population of big cities even more in the late game, when you have already exhausted all other possibilities for 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 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, 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 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.
Civilization VI Districts [edit] |
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Aerodrome • Aqueduct (Bath) • Campus (Observatory1 • Seowon ) • Canal • City Center • Commercial Hub (Suguba ) • Dam • Diplomatic Quarter1 • Encampment (Ikanda • Thành1) • Entertainment Complex (Street Carnival • Hippodrome1) • Government Plaza • Harbor (Cothon • Royal Navy Dockyard) • Holy Site (Lavra) • Industrial Zone (Hansa • Oppidum1) • Neighborhood (Mbanza) • Preserve1 • Spaceport • Theater Square (Acropolis) • Walled Quarter2 • Water Park (Copacabana ) |
1 Requires DLC • 2 The Black Death scenario only
Added in the Rise and Fall expansion pack. |