![]() ![]() Policy Cards are a new addition to Civ 6 that allow you to tune your form of government toward both your general play style and your immediate needs. However, if you bias development away from science toward culture, your military may not be able to keep up with your neighbors and you will have to keep them at bay through diplomacy and government. You could pour most of your resources into developing culture and spend only the bare minimum on developing science because much of what you’ll need for a Culture victory can be found in the Civics Tree.Ĭiv 6 won’t let you ignore the Tech Tree completely and doing only the bare minimum in Tech is probably not a good idea because there are Wonders and buildings in the Tech Tree that boost culture. This opens up a new style of play if you want to pursue the Culture victory. The Civics Tree also unlocks all the Policy Cards, more on that in a moment.Īdvancement through the Civics Tree is based on culture, not science. ![]() The Civics Tree unlocks a different selection of Districts, units, buildings and Wonders, cultural resources like ancient relic sites, all the diplomatic options save the one in the Tech Tree, and all the different types of government. As has always been the case, science is the currency that you spend to advance through the Tech Tree. The Tech Tree unlocks a selection of Districts, units, buildings and Wonders, mineral resources like oil and iron, all the resource improvements, the diplomatic option of a joint scientific research project and the extraterrestrial projects you need for a Scientific victory. We now have a Tech Tree that’s basically for scientific and military advancements and a Civics Tree that’s more or less for advancements in culture, diplomacy and government. Civ 6 has split the Tech Tree that was your road from stone tools to the stars into two separate trees. The situation is made even more complex because Wonders are also unstacked and can only be built on hexes that meet specific terrain requirements.Ĭredit: Sid Meier's Civilization VI/YouTube City placement is not only about how many resources are in range but about how those resources and terrain features can be most effectively developed over time through the careful placement of Districts. The terrain within a city’s perimeter dictates optimal placement of Districts and the player finds herself enmeshed in careful planning of how to best develop the land around each city. For example, the Industrial Zone District that is home to buildings like workshops and factories boosts Production for every mine or quarry in an adjacent hex and it receives an additional Production boost if it is adjacent to two other Districts.īuilding Districts with their interlocking adjacency bonuses completely transforms city building. Most Districts also benefit from being adjacent to two other Districts. Currency production is boosted for some Districts if they're adjacent to a terrain feature like mountains or woods. You’re not going to want to build them wherever there is a convenient hex, however, because Districts that produce currencies benefit from adjacency bonuses. Most Districts can be built anywhere within a city’s territorial limits. Each district after that necessitates an increase of three population. The City Center – what used to be the entire city – can be built immediately with a population of one. Population limits the number of districts that can be built in one city.
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