Civ VI is all about the GRID!!!

jakedamus

Chieftain
Joined
Aug 10, 2013
Messages
15
Just trying to help...
When planning cities I find Civ 6 encourages building cities close together

First reason: Production. Factories and Power Plants give their production to all cities within 6 tiles! You must use this mechanic.
(later in the game some entertainment district buildings also give amenity bonuses to all cities within 6 tiles)

Second reason: many districts give bonuses based on how many other districts they are adjacent to. This bonus is not limited to districts of the same city.

build your cities close together. connect your districts. get more yields.

When laying down cities Civ 6 encourages you to plan ahead more than any other version of the game.

You need to consider the grid. Try to put your districts in a central location between at least 3 cities to maximize benefits. Below is some rough images I made on MS Paint to describe what I mean.

The black dots are cities. The Orange dots are factories. The yellow dots can be what ever suits (commercial, cultural, campus, entertainment). The numbers show how many other districts they touch (the bonus received is 1/2 per district).

With a simple triangle grid formation each city is getting at least 18 production with factories.

Once you have your initial grid built then you can join more districts for more bonus such as a harbor next to one of the commercial zones.


Grid 1.jpg
grid 2.jpg
 
Last edited:
If playing as Germany, put the commercial district next to the Hansa to give it an extra boost.
 
I guess if you were just looking for production though, it would make more sense to surround the three Industrial districts with mines (if possible) since you get a +1 Production for every mine and only +1 for every two adjacent districts.

But the district adjacency goes both ways, i.e. if you put 2 districts next to each other they both get the adjacency bonus. A mine doesn't get anything from being next to a district.
 
Its worth noting that this is especially strong for Japan. They get double district to district adjacency bonuses.
 
Personally, I like to give my capital space. In my current game, my 16 pop capital is using 30 hexes, including mountain and lake tiles. Likewise, coastal cities may require more space if they lose a lot to water.
 
I do it a different way altogether. In your first diagram, you have the Industrial Zones (orange) clustered together in the middle with other districts (yellow) on the points of the triangle. I prefer to find a cluster of hills (not hard to do in most games) and place my Industrial zones at the points of the triangle while surrounding them with mines. With the policy card (Craftsmen) that doubles the adjacency bonus of Industrial Zones, three of my cities will get up to +12 cogs from the Industrial Zone before I can even build factories.

In short, if you have mines, use them for adjacency.
 
I do it a different way altogether. In your first diagram, you have the Industrial Zones (orange) clustered together in the middle with other districts (yellow) on the points of the triangle. I prefer to find a cluster of hills (not hard to do in most games) and place my Industrial zones at the points of the triangle while surrounding them with mines. With the policy card (Craftsmen) that doubles the adjacency bonus of Industrial Zones, three of my cities will get up to +12 cogs from the Industrial Zone before I can even build factories.

In short, if you have mines, use them for adjacency.

That is kind of what I was mentioning in my post. Yes, it does work very well for production.
 
One point...I am fairly certain that placing districts adjacent to each other that belong to different cities don't get an adjacency bonus. The adjacency bonus is only for districts that belong to the same city.

Not 100% sure on this point, only 99% sure. However, I was playing Japan and placing my cities pretty compactly. When I placed my later districts and they were next to districts of neighboring cities, the reported bonus didn't include districts of neighboring cities nor did the production of the district reported later.

Granted, I wouldn't put it past the UI to be reporting wrong or for me to just misunderstand the info. Can anyone second this?
 
Keep in mind that district adjacency is "minor", meaning +1 per 2 districts vs. "normal" adjacency (+1 for 1) for mines with industrial zones. Both adjacencies can be boosted with policies but the difference can be pronounced.

With all of that said the regional effects can be VERY significant and do encourage a more dense placement of cities.
 
I have a game as Rome right now where 5 cities' worth of industrial districts are placed directly in the center of all 5 of the cities, thus receiving bonuses from each other and also extending their benefits to each of the cities, and a couple of them are also sending their benefits to one or two other cities as well.
 
The other major benefit of this type of grouping is that you can use one Spy to protect a bunch of districts from various cities at once.

Oh, and I just won an Immortal game with Barbarosa using this strategy and my Cultural victory through Religion strategy on Pangea... it was dead easy once the three workshops got up and running. I ended up getting 1200 Tourism and outdistanced everyone handily, including France! Suck it Kate :p
 
Oh, and I just won an Immortal game with Barbarosa using this strategy and my Cultural victory through Religion strategy on Pangea... it was dead easy once the three workshops got up and running. I ended up getting 1200 Tourism and outdistanced everyone handily,

How did you convert the production to tourism ?
 
One point...I am fairly certain that placing districts adjacent to each other that belong to different cities don't get an adjacency bonus. The adjacency bonus is only for districts that belong to the same city.

Not 100% sure on this point, only 99% sure. However, I was playing Japan and placing my cities pretty compactly. When I placed my later districts and they were next to districts of neighboring cities, the reported bonus didn't include districts of neighboring cities nor did the production of the district reported later.

Granted, I wouldn't put it past the UI to be reporting wrong or for me to just misunderstand the info. Can anyone second this?
The UI says that you get the bonus for other cities'districts, at least for notJapan.

Personally, I like to give my capital space. In my current game, my 16 pop capital is using 30 hexes, including mountain and lake tiles. Likewise, coastal cities may require more space if they lose a lot to water.
But more space means less shared effect of boost fromindustrial/entertainment districts, which span 6 hexes from where they are. So less production, more unhappy people.
It also potentially means more barbarians spawning in the middle unless you station a scout there (one tile in the fog is enough for an encampment to appear).
Your city will grow more but you'll have less amenity from entertainment districts and so they will be less productive.
More, closely packed cities will have less pop but since the first 2 population cost you no amenity, with the same number of pop, you need less of them. The luxuries will be less spread out in your case but that's irrelevant since the first +2 pop that you get eats that advantage.
Smaller, closely-packed cities are way more efficient.
 
if you have enough space this can be taken to pretty ridiculous extremes. My record so far for an industrial zone is affecting 7 cities, without Toronto. long live ICS!

How did you convert the production to tourism ?
Theatre square festival projects are good at this, if you have slots (which you should if you ICS). With the production powerhouse I had created, most cities could complete the project in about 3 turns. I was cranking out great people at an absurd rate.
 
Its worth noting that this is especially strong for Japan. They get double district to district adjacency bonuses.

I may restart my Japan game. I am setup like I did in Civ V ... or I may found more cities fast and see if I can make use of the UA. Never considered the grid approach. Very helpful, thanks!
 
Back
Top Bottom