- Grants up to 3 Housing based on tile's Appeal
- +1 Appeal to adjacent tiles
- Initiate a Culture Bomb on adjacent unowned tiles
- Cannot be built next to the City Center
The following buildings can be constructed in a Preserve:
Unlike other district buildings, you can build these buildings in any order provided that you have unlocked them both.
The main purpose of the Preserve is to boost the Appeal and the yields of nearby unimproved tiles, therefore making them useful even without special infrastructure. It can be built anywhere, as long as it is away from the City Center. The Preserve is unique in a sense that instead of gaining adjacency bonuses from surrounding tiles, unimproved surrounding tiles benefit from being adjacent to the Preserve.
There are two points to consider when constructing a Preserve:
- This District becomes available very early in the game. This makes it potentially the second or third district you will build (after a Holy Site or Campus, and possibly even before an Encampment or Commercial Hub). That is, if you find any use for it!
- The District itself is almost useless! On its own, the only serious effect it has is culture-bombing adjacent tiles, which may add instantly many tiles, if positioned right. However, its other inane effect (+1 Appeal) is rarely of any serious use in the early game; and later you will find many other ways to improve Appeal. Apart from that, the district doesn't contribute any Great Person points, or have any special potential on its own; however, the district's buildings add serious bonuses to nearby tiles, but only if they have high enough Appeal!
With these two points in mind, we could strategize that the Preserve may become incredibly useful very early in the game for civilizations which start in regions with high Appeal (near Mountains or seacoast, but far from rivers with Floodplains, or Rainforests). Rush Mysticism, plop down a Preserve and build its Grove; then watch these Charming and Breathtaking tiles turbo-boost your city's growth, Culture and Faith (both very important for any civilization seeking general development). Later on, even more interesting yields will appear when you build the Sanctuary.
But for cities situated in not that appealing regions, the Preserve has little use. You can use the extra territory, yes; but you will rarely gain more than 1 Housing from it, or manage to push nearby tiles' Appeal rating above 1 so as to gain extra yields. Try instead to use the Preserve in regions with terrain which has no resources or features, or where common Improvements cannot be built (such as Desert, Tundra or Snow). If you find ways to make them at least Charming, it will be worth it.
Because the Preserve increases the Appeal and trigger a Culture Bomb on surrounding tiles, they are best placed in the second ring of your city. If you place it in the third ring many of the tiles that would benefit could turn out to be too far to be Worked, unless you have another city in that direction. Tiles where you plan to improve with National Parks and Seaside Resorts could also benefit from a nearby Preserve: National Parks and Seaside Resorts must be built on tiles of high enough Appeal (Charming and Breathtaking, respectively), so a Preserve can help you get that Appeal high enough. Keep in mind that in order to establish a National Park, all 4 tiles within that Park need to be unimproved and the Preserve itself is a District, so it cannot be included inside a National Park. The Preserve is also a good source of Housing, especially in the early game when sources of Housing are limited in number.
Although it is generally more worthwhile to leave adjacent tiles unimproved due to the yields supplied by the Grove and the Sanctuary, it is worth noting that Neighborhoods gain more Housing based on Appeal, so if your land Appeal is very bad overall (as is often the case when playing as the Gauls, for instance) it may be worth placing them next to a city's Preserve as a last resort. Australia and the Mapuche are a couple of civilizations that may also want to build infrastructure adjacent to their Preserves. But there are some unique bonuses that seem to especially encourage leaving nature untouched, and these synergize with this district even better! The Marae grants Culture and Faith to beautiful tile features anyway, and the Māori unique ability grants Production to their unimproved Woods as well. Another powerful combination with the Preserve is the Inca, since Mountains are perpetually Breathtaking and they have the ability to work these tiles. All you need to do is to find a spot adjacent to as many Mountains tiles as possible, then put down your Preserve nearby. Finally, Bull Moose Teddy has arguably the strongest combo with this district: with the Earth Goddess pantheon, Breathtaking American tiles adjacent to this district offer a whopping 2 Science, 2 Culture, 3 Faith, 2 Food, 2 Production, and 2 Gold on top of the extra 2 Culture and/or 2 Science depending on the features adjacent to the tiles.
In 1862, American writer Henry David Thoreau, wrote that “in wildness is the preservation of the world.” Thoreau was, of course, writing from a particular cultural and historical background, pushing for a Romantic view of nature as something restorative to the human spirit, but something of his statement has rung true for civilizations in many times and places. Civilizations, even as they alter or sometimes flat-out destroy the natural world, seek to preserve something of what they have lost, perhaps seeing that there remains something outside of their grasp. Shinto shrines in Japan keep preserved groves of trees, waterfalls, or even herds of deer in honor of nature spirits. Medieval and early modern European palaces had hunting preserves for the nobility, places often now converted into public parks for the rest and rejuvenation of the masses. These are not exactly wild spaces as Thoreau might have it, but rather wildness cultivated and pruned, made to serve the purposes of the city for beauty, relaxation, hunting, sport, reflection, meditation, or simply a bit of fresh air.
|Civilization VI Districts |
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 a DLC • 2 The Black Death scenario only|