Reference Guide: Building adjacency and District planning

remconius

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I made an adjacency overview. (Updated after below comments)

Civ7 - Adjacency Overview.png


It's actually not that difficult:
1. Science, Production buildings need resources
2. Food and Gold buildings need Coast and Navigable rivers
3. Culture and Happiness buildings need Mountains and Natural Wonders
4. Every building needs Wonders!
5. Palace gets adjacency from connected urban districts
Then there is the complication that urban districts need to be connected.

So the optimal city means building a few wonders at 1 tile away from resources, mountains and coast/navigable rives and snaking urban districts between them. Something like the example below:
Adjacency example.png

Added benefit is that if you add specialists to tiles that are specialized science, culture, gold or production you can control what yields you want with your specialists .
 
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Does the palace/town center count as any type? Trying to figure out what I should build there.
 
Production Buildings have a Resource adjacency, like the Science Buildings
Thanks, I missed this. Updated above.
Palace gets +1 Science and +1 Culture from any adjacent quarter. Surround it with unique quarters and warehouse buildings to make sure that you don't lose this bonus in the next age (quarters made up of obsolete buildings do not count).
I had not realized that this is how it works. Updated above, hope it's clear.
 
I'm glad regular buildings don't have adjacencies from each other because trying to plan out the adjacencies from unique buildings that do have adjacencies from buildings is a nightmare. Some sorta colour coding for what building is what in the ui and in the city view would be great. Otherwise it's basic enough that I'm enjoying the fairly simple level of city planning required.
Imo cliffs should also give adjacencies for culture and happiness buildings - they're basically mountains and I think cities built along cliff faces are really pretty lol
 
I'm glad regular buildings don't have adjacencies from each other because trying to plan out the adjacencies from unique buildings that do have adjacencies from buildings is a nightmare. Some sorta colour coding for what building is what in the ui and in the city view would be great. Otherwise it's basic enough that I'm enjoying the fairly simple level of city planning required.
Imo cliffs should also give adjacencies for culture and happiness buildings - they're basically mountains and I think cities built along cliff faces are really pretty lol

Yeah, I definitely appreciate them keeping things relatively simple for adjacency. And they're pretty good at least at telling you the basic adjacencies when you go to place them, even if the UI in the build panel sometimes gets a little messy when you have extra bonuses. Like I just finished a Maya antiquity game with Pachacuti, so at some point you look at the UI for a sawpit and it's like +3 food +2 hammers +1 science +1 culture and your brain has to like parse it all together to know what it "really" means. Never mind that it can "lie" to you, since it will say what the best yields are, not knowing that I don't want to place it on that tile because I'm saving it for my other building...
 
Palace gets +1 Science and +1 Culture from any adjacent quarter. Surround it with unique quarters and warehouse buildings to make sure that you don't lose this bonus in the next age (quarters made up of obsolete buildings do not count).
Urban tiles consisting of warehouse buildings count as quarters?
 
Two things to add: Adjecencies are not only important for the direct value they add, but also because each specialists adds 50% of their value.

There are some civ or leader-dependant additional adjacencies. Like Han, first thing in their culture tree is 'Science Buildings gain an adjacency for Quarters', or Charlemagne 'Military and Science Buildings receive a Happiness adjacency for Quarters'. This might change the optimal layout some.
 
Then there is the complication that urban districts need to be connected.

You can use Warehouse buildings for this. They're ageless (so can never be overbuilt) and don't have any bonuses, so you put them in whatever tiles aren't desirable for any category, but do need to be urbanized.

Palace gets +1 Science and +1 Culture from any adjacent quarter. Surround it with unique quarters and warehouse buildings to make sure that you don't lose this bonus in the next age (quarters made up of obsolete buildings do not count).

Oh I wasn't aware of that one, good to know.
 
Cool, thanks for the info. I find the minigame of trying to maximise the adjacency bonus in CIV 7 very intriguing. Sad that the Civilopedia does not communicate all of this info in a complete manner (or at all).
 
Palace gets +1 Science and +1 Culture from any adjacent quarter. Surround it with unique quarters and warehouse buildings to make sure that you don't lose this bonus in the next age (quarters made up of obsolete buildings do not count).

This is another item on my list of UI improvements needed, because I had no idea that the palace gets those adjacency bonuses from quarters, even though I'm partway through my second game. The reason I didn't know is because the game simply doesn't tell you--like, at all, anywhere. When a building is in a city/town's production list, you can mouse over it to get a tooltip that tells you what it does in detail, including any adjacency bonuses. But once you've built a building, that information is no longer available. Mousing over a building that already exists in the "buildings breakdown" list on the right panel gives you no tooltip. You can see a building's total yields, but not what the building actually does. And in the case of the Palace, it's built the moment your capital is founded, so it never shows up in the production list, and thus you never get a chance to see its tooltip. (A really easy baseline fix would be to simply enable the same building tooltips that you get on the production list on the Building Breakdown panel as well. Firaxis: please add that!)

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Further exacerbating the issue with the Palace is the fact that the Civilopedia doesn't give you that information, either. The entry for "Palace" says nothing about adjacency bonuses for Quarters--it just says that the Palace gets +0.5 Science for each adjacent vegetated feature.

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Yea it's a mess, I only understood it by looking up the adjacencies in the debug database directly.
 
it just says that the Palace gets +0.5 Science for each adjacent vegetated feature.

...which is actually a Maya-specific bonus.
 
I’m pretty sure the resource adjacency even works when it’s an enemy city that owns the resource. Is that true for all of these?
 
City Planning can be fun. I've been enjoying this interactive google slide on my second monitor. I wonder how or when they will roll out Map Tacks.
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This is another item on my list of UI improvements needed, because I had no idea that the palace gets those adjacency bonuses from quarters, even though I'm partway through my second game. The reason I didn't know is because the game simply doesn't tell you--like, at all, anywhere.
The UI around this is terrible but amazingly it is mentioned in the Civilopedia!

Screenshot 2025-03-10 171243.png
 
Thanks for doing this, much appreciated. To be honest, trying to fully optimize this is quite mind boggling for a casual player like me. 🫣
One cool thing about Civ 7 is that you don't need to worry about it. The game is pretty generous with all types of yields. Also, adjacency bonuses are lost on obsolete buildings, so you only benefit for a single age for most of them.

I found it wasn't until my fourth game that I was fully aware and prepared to start optimizing cities.
 
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