Civilization VI Specialists

npburg

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With the introduction of city districts, Civ VI has the possibility to bring back specialized cities strategies with focused investments and yields for different areas similar to Civ IV; however, I have not seen much detail in how specialists are handled in the game.

Is there any information on specialists?

The effectiveness of a specialized city would greatly depend on how this mechanism works. If there are limited slots with limited bonuses then it would not be a viable strategy; however, the city district system seems to beg for a greater use of specialists and the specialized city strategy.

As an example, if we were to build a science focused city, ideally it would have a Campus district with the associated buildings, lots of farm land to grow and feed the many scientists plus Aqueduct and Entertainment Complex districts to support a large population. The citizens of this city should be assigned to both food production and science generation. Other cities could focus on military, commerce, culture to help support each other.

However, from the content I have seen, most of the science seems to be generated by the general population and the science generating district and buildings add a bit of a bonus but there does not appear to be much evidence to support a science focused city. From Civilization VI Analyst, Libraries and Universities appear to only add a constant modifier and is not an improvement per citizen. Civ V had a mix of general multiplier and per population bonuses.

http://well-of-souls.com/civ/civ6_cities.html#districts

I am really excite to be able to build custom cities based on the districts dictated by gameplay style, the terrain and the overall world but it would be very helpful if someone had any information on how specialist work with the mechanics.
 
IIRC, each building in a district adds one specialist slot. What the yields are etc, I have no idea.
 
IIRC, each building in a district adds one specialist slot. What the yields are etc, I have no idea.

No, district itself doesn't have slot, but it indicates the specialist output. For example, Holy Site has "+2 Faith per citizen".

Specialist slots are assigned to buildings, for example Shrine has "+1 Citizen slot" in its description.
 
No, district itself doesn't have slot, but it indicates the specialist output. For example, Holy Site has "+2 Faith per citizen".

Specialist slots are assigned to buildings, for example Shrine has "+1 Citizen slot" in its description.

Isn't that what I said?
 
Most are +2 (relevant resource)

Exceptions
Encampment-1cult, 1 prod
Harbor-2 gold, 1 sci
Commercial Hub-4 science

Commercial hub gives science? That doesnt seem right...
 
Commercial hub gives science? That doesnt seem right...

Your right, sorry correcting..its 4 gold (instead of the expected 2 gold because gold is "officially" 1/2 as good as the other yields)
 
what do the entertainment and aqueduct districts yield? (if they can have citizens assigned to at all)
 
what do the entertainment and aqueduct districts yield? (if they can have citizens assigned to at all)

Aqueduct doesn't say anything about citizen yield (so probably can't have any), not sure about entertainment district.
 
Do you have references to these numbers?

I do not see these posted on the wikia (http://civilization.wikia.com/wiki/District_(Civ6)) and the numbers on Civilization VI Analyst (http://well-of-souls.com/civ/civ6_cities.html#districts) unit labels do not match up.

For example, on Civilization VI Analyst:

Holy Site is shown to have +2 Faith/citizen which is a district not a building; however, Shrine yeild is just +2 without explicity saying per citizen.
Monumuen is +2 culture; however from what I have seen in videos that is just a flat culture boost not per citizen.
Commercial Hub has a yeild of +4 gold per citizen (specialist) which is again is a district and Market is +3 without explicity saying per citizen.

I would be great if Campus gave +science per specialists and Library also added +2 per specialist and Univeristy added +4 per specialists but I haven't seen this referenced anywhere.
 
Buildings do not increase specialist yields as far as I know. The library increase the city science production by 2 not the specialist yield by +2.

Specialist are useful because they can produce rare yields such as faith. They have not the greatest yields but given that food can be produced in such huge quantities specialist may be a good option for large cites because specialist basically convert food into another resource for a 1 to 1 ratio and citizens themself produce science and gold by just existing.
 
Regular citizens (non specialists) don't produce gold.
Civ 6 has shown no "City connection" gold (or non unique/resource based gold improvements)

Regular citizens Do seem to produce both science and culture though.
 
Since everything is supposed to be done on the map, I don't think you will have specialists like Civ5. Yields will depend on working the district tile, like working an academy in Civ5.
 
Since everything is supposed to be done on the map, I don't think you will have specialists like Civ5. Yields will depend on working the district tile, like working an academy in Civ5.

It will use the same interface as assigning citizens to tiles, yes, but the number of slots for citizens on district tiles will depend on the buildings. So technically it will work like specialists.
 
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