Re: adjacency bonus. I feel like they should revamp even more.
Theatre Square:
+0.5 culture for each adjacent mountain
+1 culture if built on cliff
+1 culture if built on river
+1 for each adjacent natural wonder
+1 if there’s an adjacent lake
+1 if there’s an adjacent oasis.
Aqueduct:
can be built directly on geothermal fissure (tile must still be next to city center and has a fresh water source)
+1 housing if there’s an adjacent lake
+1 housing if there’s an adjacent oasis
+1 food to surrounding tiles, +2 food instead if those tiles are tundra or desert
Neighborhood:
+1 amenity for each adjacent entertainment complex
+1 amenity for each adjacent water park
+2 housing for each adjacent canal
+2 housing for each adjacent neighborhood
+1 appeal to surrounding tiles
Commercial Hub:
+0.5 gold for each adjacent luxury or bonus resource
+1 gold if adjacent to city center
+1 gold for each adjacent entertainment complex
+1 gold for each adjacent water park
+2 gold for each adjacent industrial zone
+2 gold for each adjacent neighborhood
+2 gold for each adjacent spaceport
+2 gold for each adjacent aerodrome
+2 gold for each adjacent canal
Entertainment Complex & Water Park:
+1 amenity if next to city center
+0.5 amenity for each adjacent district
Industrial Zone:
+1 production for each adjacent commercial hub
+1 production for each adjacent harbor
+1 production if next to city center
Encampment:
Adjacent strategic resources accumulate +1 more per turn
Ignore combat unit’s gold upkeep while stationed in encampment
Holy Site:
+2 faith for each adjacent volcano
+1 faith if built on cliff
Canal:
+1 amenity
+1 housing if connected via coast
+3 housing if connected via lake
Theatre Square:
+0.5 culture for each adjacent mountain
+1 culture if built on cliff
+1 culture if built on river
+1 for each adjacent natural wonder
+1 if there’s an adjacent lake
+1 if there’s an adjacent oasis.
Aqueduct:
can be built directly on geothermal fissure (tile must still be next to city center and has a fresh water source)
+1 housing if there’s an adjacent lake
+1 housing if there’s an adjacent oasis
+1 food to surrounding tiles, +2 food instead if those tiles are tundra or desert
Neighborhood:
+1 amenity for each adjacent entertainment complex
+1 amenity for each adjacent water park
+2 housing for each adjacent canal
+2 housing for each adjacent neighborhood
+1 appeal to surrounding tiles
Commercial Hub:
+0.5 gold for each adjacent luxury or bonus resource
+1 gold if adjacent to city center
+1 gold for each adjacent entertainment complex
+1 gold for each adjacent water park
+2 gold for each adjacent industrial zone
+2 gold for each adjacent neighborhood
+2 gold for each adjacent spaceport
+2 gold for each adjacent aerodrome
+2 gold for each adjacent canal
Entertainment Complex & Water Park:
+1 amenity if next to city center
+0.5 amenity for each adjacent district
Industrial Zone:
+1 production for each adjacent commercial hub
+1 production for each adjacent harbor
+1 production if next to city center
Encampment:
Adjacent strategic resources accumulate +1 more per turn
Ignore combat unit’s gold upkeep while stationed in encampment
Holy Site:
+2 faith for each adjacent volcano
+1 faith if built on cliff
Canal:
+1 amenity
+1 housing if connected via coast
+3 housing if connected via lake
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