Citizen Slots - ?

varus

Prince
Joined
Nov 3, 2005
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130
What are they for? I realize that certain buildings in a district increase the number of citizens that can "work" there, but on the citizen management screen adding them to the district doesn't seem to have any effect.

What's the point of a citizen "slot" in any given district? Does it generate resources and I'm just not noticing it? Does it count as a housing point? Does a citizen without a slot get some sort of penalty?
 
These are similar to specialists from earlier titles. On the city management screen, you can click on your district to change the number of citizens working there instead of on tiles. An engineer in the industrial district for example generates 2 cogs and some great engineer points. Maybe specialist slots would have been a less confusing name, and the UI for adding them isn't very clear, either.
 
The amount of citizens that can be in a district is determined by the amount of building in it. The buildings give extra citizen slots and great person points but the citizens working the district do not give great person pts. Housing is determined by the yields of the builds for that distict.

Examples of builds:
Harbor district - lighthouse: 1 food/gold/housing/great admiral pt,
Encampment district- barrack/stable: 1 production/housing/great general pt,
Commercial districts - market: 3 gold 1 great merchant pt.

Yields for citizen slot in each district.
  1. Campus - 2 science
  2. Holy Site - 2 faith
  3. Theater Square - 2 culture
  4. Encampment - 1 culture 1 production
  5. Harbor - 2 gold 1 science
  6. Commercial - 4 gold
  7. Industrial - 2 production
 
I have never used Citizen slots. Ever. Maybe I should give it a try.
Well, one of the core design flaws of Civ6 imo. is that citizens/specialists give very low yields compared to flat yields from buildings and working tiles. For instance, you will get much more science from have citizens working tiles around a Sanctuary district than you will have them work as specialists in a University or Research Centre, which is just downright non-sense.

One mod I hope someone will make for Civ6 at some point is one that completely removes flat yields of "special resources" like science and culture, and instead forces you to work specialists to get these yields. I certainly hope Civ7 will lean in that direction as well.
 
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Never really looked up the yields from specialist slots and rarely used them, they seem important so speed up some production with IZ and/or Encampment districts. With the amount of yields that the DLC brings to the table from new luxury and strategic resources to Natural Wonders such as Galapagos, not to mention the Monopolies and Corporations mode, specialists seem kinda irrelevant for most of my games!
I would like to see specialist slots functioning like some kind of housing...like not enough housing then city keeps growing and the extra citizens are assigned to specialist slots.
 
Why does everything have to be about simple yields. I think specialists should give the city something more special like +Science per population and it would be something if specialists were people that could level up or something. Then become a Great Person idk.
 
At least GS I think added a bonus for tier 3 buildings, but it still is pretty annoying that someone working in a factory only yields +2 or +3 production, much less than most tile improvements by that point of the game. They're another reason why going "tall" is hurt - if you run out of land tiles, yeah, you can get some yields from working a district, but it means that the 20th population point of the city is much less valuable than those early ones which can work the fields and mines, and sometimes can even be a net negative if it drops you below amenity thresholds. Like, I'd rather have a city on +3 amenities gaining that nice bonus to all yields than add a population to the city, drop to +2 amenities, and the new citizen is only getting +2 science or +2 production from the campus/IZ/etc...
 
I have never used Citizen slots. Ever. Maybe I should give it a try.
I've only played a few games and haven't even found this. I wondered what 'slots' were. Seems like another complicating factor I could do without.
 
I have literally never used a specialist. It’s almost always better to work a tile, and I just made it a rule for myself not to waste time on it
 
CiVI is the only game I can thing of that could really be improved by REMOVING things.
Dragon Age: Inquisition. The game is bloated with 1001 fetch quests, 90% of which add nothing to the story or even the game economy and should have been cut. DAI could have been a great game with some heavy-handed editing that left a lot of pointless content on the cutting room floor; the game as-is consequently suffers from serious pacing issues and large, empty sets.

But I agree about Civ6. NFP in its entirety could be cut. The world congress could be cut. Diplomatic and Religious Victory could be cut. Ages, as currently implemented, could be cut (though I'd rather see it revised into something fun and useful). Influence could be cut.
 
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