![]() ![]() As well as the usual placement of mines or pastures to increase yields, they can be harvested to provide a one-time bonus of a large amount of hammers or food, at the cost of being removed from the map completely. On the plus side tile improvements are performed immediately, meaning there is less need to wait around with a warrior to protect your workers from barbarians while they spend a hundred years setting up a wine plantation.Īlong with these luxury and strategic resources which the builders can develop, there are bonus resources like stone and sheep dotted all across the map. “Builders”, who create tile improvements such as mines and farms, can only be used three times (although in certain circumstances this can be increased) before they disappear. Gone are the trusty workers who would be by your side from the Stone Age to the Information Era. Your trusty workers are gone, and have been replaced by builders Again, this mechanic forces you to specialize your cities more as you won’t have enough population in one city to cover all of the different things you need to produce. This provides more of a hard cap on population growth, and can be increased through certain tile developments, civics, and in the later game through the “Neighbourhood” district. ![]() They can also be reduced through war weariness and bankruptcy, so as with many of the game’s other mechanics they are integrated into the others things going on in your empire.Īn overcrowded and unhappy London, a case of art imitating life.Īs well as needing to provide amenities, city growth is limited by available housing. ![]() ![]() Maintaining more amenities than required leads to production bonuses, not having enough slows growth and reduces yields.Īmenities can be provided by things like luxury resources (which are empire-wide), specific buildings in the Entertainment District, and civics. Cities require a number of amenities to stay happy, a number which increases as the city grows. In Civ VI, empire-wide happiness is gone and is replaced by “amenities” which are city specific. Again, this means more planning is needed than in previous Civ games, and finishing a wonder really feels like an achievement instead of just being like any other building.įinishing a wonder really feels like an achievementĪnother change is the way happiness works and interacts with city growth. Wonders are now also placed onto the map like districts, and as well as technology requirements often have specific placement conditions such as the Great Library requiring a campus next to it, or the Colossus being on the coast. Or, district bonuses can overlap creating powerhouses of production or culture.īuilding a new district involves a trade-off, as you lose access to the resources on the tile underneath.īuilding a new district involves a trade-off, as you lose access to the resources on the tile underneath This means that with some careful planning, late game cities can enjoy some of the bonuses of districts they don’t themselves have. Furthermore, some late game buildings affect not only the city the district is in, but all cities within a 6-tile radius. For example, the “Campus” district which houses science buildings gains adjacency bonuses from being next to mountains or rainforests. Placement of the districts is important too, as they gain adjacency bonuses from appropriate resources and tile improvements. These districts make city specialization more important than ever, as they replace the resources on the tile underneath them, meaning there isn’t room for more than a handful in any given city. City building is now a much more in depth affair, as buildings are no longer crammed into the city centre but placed out onto the map in “districts”. Buildings have escaped the cityĪs you dig further, the bigger mechanical changes become apparent. Is a technology so crucial that you need to research it now at full cost? Or can you wait until the boost is completed. ![]()
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