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Adjacency bonuses apply regardless of which city or civilization owns the tile For example, if the average player has two Theater districts and you have none, building one will be 25% cheaper. The cost of building a district will decrease by 25% if you have fewer of that specific district than the average player. On top of that, there’s a built in “rubber band” mechanic for district production. So, if you’re just a few turns away from starting your next district, you may want to hold off completing that tech or civic until you’ve started building. Note that only completed techs or civics increases the district’s cost, and once you start production, that cost will not increase. Between those two, the one you’ve progressed more will increase the cost of districts based on how many techs or civics you have completed. Production costs for districts are relatively high (base 60) and adjust throughout the game based on a couple of hidden factors.The first of these hidden factors is the progress of your Tech and Civic trees. The cost to build districts scales dynamically Taking it a step further, building Industrial Zones from multiple cities close to each other means your cities can feasibly benefit from 3 or more Factories and Power Plants each, vasty increasing production! 4. If you’re careful with your placements, you can have multiple cities benefiting from each Factory and Power Plant you build. Make certain to build your Industrial Zone districts away from your city and in the general direction of your expansions. This tip is very important to understand if you want to get the most out of late-game production.
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Factories & Power Plants can benefit every city within 6 tiles Therefore, think ahead when building districts, and don’t neglect food and housing.ģ. Unfortunately, when I reached the tech to build a Theater district, I found my capital lacking the 10 population required to build a new district. In my 2nd game, I was gunning for a cultural victory, but got hasty and built a Campus, Holy Site, and Harbor district very early. New districts can be built in a city after every 3 citizens worth of growth, meaning a city with 1-3 citizens can have 1 district, a city with 4-6 citizens can have 2 districts, and so on. However, it’s important to realize that the population limit grows linearly. The fact that population limits the number of districts a city can build probably doesn’t come as a surprise to those that have a couple of games under their belt. The number of districts a city can build is limited by its population and grows linearly
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Because of this, building these districts in triangular groups of 3 means every district in the group will gain a +1 to its output. What I failed to realize in my first playthrough is that building a Campus, Holy Site, Theater Square, Harbor, Commercial Hub, or Industrial Zone adjacent to ANY other 2 districts, regardless of their type, also grants a +1 to that district’s normal resource output. For example, building a Harbor adjacent to one or more coastal resources increases the gold output of the Harbor. By placing newly built districts adjacent to certain tiles, you can increase the output of that district. Most early and mid-game districts get a +1 bonus if adjacent to ANY other 2 districtsĪdjacency bonuses play a huge role in city planning in Civilization VI. Hopefully I can accelerate your learning process by sharing some tips I wish I new during my first couple of games. They’re one of the most ambitious and complicated additions to the franchise, and it takes playing a couple of games to fully understand the best way to implement these iconic tile improvements. Districts in Civilization VI are an enigma for many.