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The Civilopedia's statement that a city without water access can "receive up to +6 Housing" from an aqueduct is misleadingly phrased; what they really mean is that a city without water access will be "topped up to +6 Housing."

If your city is founded with access to "full" fresh water (adjacent to river, lake or oasis), your city starts with 5 Housing from water (base 2 Housing from water that every city gets, plus 3 Housing for access to the fresh water itself) and all you can get from an aqueduct is +2 Housing from water (for a total of 7 Housing from water).

If your city is founded with coastal fresh water access, your city starts with 3 Housing from water (base 2 plus 1 Housing from the coastal water) and you can get another +3 Housing from an aqueduct (for a total of 6 Housing from water).

And if you found in a location with no fresh water access at all, your city starts with just the base 2 Housing from water that every city gets, and you can gain +4 Housing by building the aqueduct (for an eventual total of 6 Housing from water).


So that means it's better to build aqueducts on coastal cities and cities that are on top of plains or deserts surrounding it?
 
The return on investment for aqueducts is clearly greatest in cities without fresh water and next highest in a city with coastal water. As a general proposition, there's little reason to build an aqueduct in a city that has full fresh water, unless the aqueduct is a Bath (Rome's unique replacement), which gives 2 housing more than a regular aqueduct in all scenarios, and +1 Amenity.
 
Not sure if this is bug or feature: I can make peace with city-state that has suzerain Im in war with. If it is bug i will post it in bug forum
 
Communism's 10 % production legacy bonus does anything? I can't see it to apply anyway. The production output looks the same as before. I waited a turn after changing governement, but the same.
 
Can you keep playing the game once the end date is reached? I seem to remember Civ5 didn't, like a jerk move.
 
Yeah, but probably lower in priority than other uses of that city's production. More important, the aqueduct would eat up valuable real estate adjacent to the city center -- you may have other needs for that tile that will provide much more benefit than just +2 Housing.

For example, you could build Forbidden City on that tile instead (since, like an aqueduct, it too must be built on a tile adjacent to the city center), get the free wildcard slot, and then select the Insulae policy (+1 Housing in all cities with 2 specialty districts), and then later Medina Quarter (+2 Housing in all cities with at least 3 specialty districts) and then New Deal (+4 Housing, +2 Amenities, and -8 Gold in all cities with at least 3 specialty districts). Forbidden City has a much higher hammer cost than an aqueduct, of course, but its arguably a more versatile use of scarce real estate, and doesn't even "cost" you a policy slot to gain the housing benefit -- you're generating a new free wildcard slot and just choosing to spend it on Housing policies. And what's great about that is that you can swap out the policy card (reducing Housing and, thereby, slowing growth in your cities) if you need to use that wildcard slot for something more urgent.

Am I saying that Forbidden City is the better choice? No, I'm just using that to illustrate the right thought process about whether to build an aqueduct (or anything else for that matter).
 
Yeah, but probably lower in priority than other uses of that city's production. More important, the aqueduct would eat up valuable real estate adjacent to the city center -- you may have other needs for that tile that will provide much more benefit than just +2 Housing.

For example, you could build Forbidden City on that tile instead (since, like an aqueduct, it too must be built on a tile adjacent to the city center), get the free wildcard slot, and then select the Insulae policy (+1 Housing in all cities with 2 specialty districts), and then later Medina Quarter (+2 Housing in all cities with at least 3 specialty districts) and then New Deal (+4 Housing, +2 Amenities, and -8 Gold in all cities with at least 3 specialty districts). Forbidden City has a much higher hammer cost than an aqueduct, of course, but its arguably a more versatile use of scarce real estate, and doesn't even "cost" you a policy slot to gain the housing benefit -- you're generating a new free wildcard slot and just choosing to spend it on Housing policies. And what's great about that is that you can swap out the policy card (reducing Housing and, thereby, slowing growth in your cities) if you need to use that wildcard slot for something more urgent.

Am I saying that Forbidden City is the better choice? No, I'm just using that to illustrate the right thought process about whether to build an aqueduct (or anything else for that matter).

They really need an upgrade (water tower, water system, etc) in a later era or give us the option to remove them at some point. At the very least some tourism (come see our ancient aqueducts) in later years to make them somewhat useful.
 
Arguably Sewer is that upgrade, but they allow Sewer to be built in a city even if you don't have an aqueduct in that city.
 
Yeah, but probably lower in priority than other uses of that city's production. More important, the aqueduct would eat up valuable real estate adjacent to the city center -- you may have other needs for that tile that will provide much more benefit than just +2 Housing.

For example, you could build Forbidden City on that tile instead (since, like an aqueduct, it too must be built on a tile adjacent to the city center), get the free wildcard slot, and then select the Insulae policy (+1 Housing in all cities with 2 specialty districts), and then later Medina Quarter (+2 Housing in all cities with at least 3 specialty districts) and then New Deal (+4 Housing, +2 Amenities, and -8 Gold in all cities with at least 3 specialty districts). Forbidden City has a much higher hammer cost than an aqueduct, of course, but its arguably a more versatile use of scarce real estate, and doesn't even "cost" you a policy slot to gain the housing benefit -- you're generating a new free wildcard slot and just choosing to spend it on Housing policies. And what's great about that is that you can swap out the policy card (reducing Housing and, thereby, slowing growth in your cities) if you need to use that wildcard slot for something more urgent.

Am I saying that Forbidden City is the better choice? No, I'm just using that to illustrate the right thought process about whether to build an aqueduct (or anything else for that matter).

Good points. But that's one tile in one city. If you have 10 cities, you could still build an aqueduct in the other 9. And you are also assuming that you will get the Forbidden City before someone else gets to it. :)
 
If i got 3 city with 3 factory (6 range) all got bonus from them but... factory can lower amenity sooo if 1 city can get boost from 3 factory he got 3x amenity lower vs 1 factory and 1x amenity lower?
sorry for grammar
 
Two factors that can lower your Amenities in a city are War weariness and bankruptcy. So be careful with being in constant-war mode and keep an eye on your economy. - from amenity guide.

I almost always in war ;)
 
True, but neither War Weariness nor Bankruptcy has anything to do with Factories. Factories do not provide any Amenity penalties.
 
ty... got another question. Got steam version Civ 6 and got connection issue before start game and when back to menu. Online/Offline got this message:

Connection Issue
A connection to civilization 6 could not be established. Civilization 6 features may not be accessible.
 
ty... got another question. Got steam version Civ 6 and got connection issue before start game and when back to menu. Online/Offline got this message:

Connection Issue
A connection to civilization 6 could not be established. Civilization 6 features may not be accessible.


Make sure it is in your firewall exceptions list.
 
About the Government Policies. In early game when the given government being "Chiefdom", I was given two diplomacy cards. How do I use them, as Chiefdom doesn't have a slot for these 2 cards.
 
About the Government Policies. In early game when the given government being "Chiefdom", I was given two diplomacy cards. How do I use them, as Chiefdom doesn't have a slot for these 2 cards.

You don't. You need a government type that supports those policies.
 
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