City States and smaller civilizations in Civ 6 that are not vying for game victory. They generally keep to themselves, don't wage their own wars, and follow the diplomatic lead of their Suzerain. In addition, they give larger Civilizations distinct bonuses.
Industrial City States help you build Districts, Wonders, and Buildings. They are beneficial to the capital and any city that has an Industrial Zone. Having two or more of these on the map encourages early Industrial Zone, as you get the bonus cogs so long as you send the Envoys and are at peace. Having +6 cogs when building Districts is a big plus!
Religious City States add more Faith production in Holy Sites. They encourage you to build more, and adopt policies, stances or governments that allow you to leverage your Faith production. If you have a lot of Holy Sites, you'll want to send envoys to Religious City States. Each one can boost Faith in Holy Sites by up to +4 per turn.
Militaristic City States make you want to build units. They give you up to +4 cogs for unit production in cities that have Encampments (and +2 base in the capital).
Scientific City States boost your Science output. Just two of these babies at 3 Envoys will boost your capital Science output by +4 beakers, plus an additional +4 for each Campus. That's as much as 4 Mountain adjacency bonus! If you have 2 Scientific City States at 6 Envoys, each Campus gets +8!
Trade City States make you rich. The initial Envoy is worth 4 gpt base, and at 3 and 6 Envoys, they each give +4 per Commercial Hub. If you have 3 on the map and you prioritize getting them to 3 Envoy level each, they will make each new Commercial Hub worth +12 gpt as soon as they're done. Wow.
Cultural City States make you snobby. Each one adds +2 culture base at 1 Envoy, and +2 each at 3 and 6 Envoys for Theater Districts. If you want to pop your borders fast, send Envoys to a couple of these guys and build Theater Districts. They'll also make you socially advanced. Whatever.
Those are interesting enough by themselves. The composition of City States on your Continent can make you think War or make you think Build. Or Gold. Each one makes their relative Districts much more valuable. Germany on a Continent without any Industrial City States is a sad panda.
But more interestingly, each City State grants you a bonus that's enough to be a Civ Attribute if you are the Suzerain. Let's talk about that!
To start, here's two Militaristic Ones:
Carthage: Encampments grant +1 Trade Route each. You'll think you're England if you're Japan and you land this City State on your map. Who needs Commercial Hubs? Just make Encampments and pop up that Trade Route Capacity! And it works for every city, not just Coastal ones. Take that, England!
Valleta: Japan's little sister. With this militaristic City State under your wing, you can buy Barracks, Armories, Walls, Sewers, Granaries, Monuments, and Military Academies for much less faith than you'd believe is fair. If you're Russia, you can use your typically insane Faith production for more than just attracting the latest Great Person seeking patronage. Use it to put up Monuments and Granaries. Make Rome think they're a has-been.
Industrial City States help you build Districts, Wonders, and Buildings. They are beneficial to the capital and any city that has an Industrial Zone. Having two or more of these on the map encourages early Industrial Zone, as you get the bonus cogs so long as you send the Envoys and are at peace. Having +6 cogs when building Districts is a big plus!
Religious City States add more Faith production in Holy Sites. They encourage you to build more, and adopt policies, stances or governments that allow you to leverage your Faith production. If you have a lot of Holy Sites, you'll want to send envoys to Religious City States. Each one can boost Faith in Holy Sites by up to +4 per turn.
Militaristic City States make you want to build units. They give you up to +4 cogs for unit production in cities that have Encampments (and +2 base in the capital).
Scientific City States boost your Science output. Just two of these babies at 3 Envoys will boost your capital Science output by +4 beakers, plus an additional +4 for each Campus. That's as much as 4 Mountain adjacency bonus! If you have 2 Scientific City States at 6 Envoys, each Campus gets +8!
Trade City States make you rich. The initial Envoy is worth 4 gpt base, and at 3 and 6 Envoys, they each give +4 per Commercial Hub. If you have 3 on the map and you prioritize getting them to 3 Envoy level each, they will make each new Commercial Hub worth +12 gpt as soon as they're done. Wow.
Cultural City States make you snobby. Each one adds +2 culture base at 1 Envoy, and +2 each at 3 and 6 Envoys for Theater Districts. If you want to pop your borders fast, send Envoys to a couple of these guys and build Theater Districts. They'll also make you socially advanced. Whatever.
Those are interesting enough by themselves. The composition of City States on your Continent can make you think War or make you think Build. Or Gold. Each one makes their relative Districts much more valuable. Germany on a Continent without any Industrial City States is a sad panda.
But more interestingly, each City State grants you a bonus that's enough to be a Civ Attribute if you are the Suzerain. Let's talk about that!
To start, here's two Militaristic Ones:
Carthage: Encampments grant +1 Trade Route each. You'll think you're England if you're Japan and you land this City State on your map. Who needs Commercial Hubs? Just make Encampments and pop up that Trade Route Capacity! And it works for every city, not just Coastal ones. Take that, England!
Valleta: Japan's little sister. With this militaristic City State under your wing, you can buy Barracks, Armories, Walls, Sewers, Granaries, Monuments, and Military Academies for much less faith than you'd believe is fair. If you're Russia, you can use your typically insane Faith production for more than just attracting the latest Great Person seeking patronage. Use it to put up Monuments and Granaries. Make Rome think they're a has-been.