What do we know about these adjacency bonuses

beorn

Prince
Joined
Sep 12, 2001
Messages
388
Location
Albion, NY
Looking at a couple of Let's Plays, I've been interested in the adjacency bonuses for placing districts next to specific things.

However, I am left wondering what an adjacency bonus of +2 or +4 actually means. I mean, in the early game, if I build a Council (or whatever the first level research building is in VI) and it gives one beaker... it's kind of hard to believe an adjacency bonus of +4 turns that into 5 beakers. Adjacency would become overwhelmingly the most important strategic concern in the whole game.

So what do we know about the meaning of these bonuses as applied to the various districts?
 
Do we have any specifics yet as to what exactly some of these districts give? And the base number, prior to adjacency bonus?

I don't believe districts have a base yield - if you don't get an adjacency bonus, I don't think the district itself generates any science or faith or whatever, but it does then let you build a library or shrine so you can start generating those yields which you couldn't do otherwise.
 
Everyone who wants to know anything about Civ VI should thoroughly examine this site:

http://www.well-of-souls.com/civ/civ6_overview.html

Thank you, that is extremely helpful.

This chart does give the base yield for several of the districts. A campus, for example, gives +2 science/citizen + 1 Great Scientist point.

It does not say what +2 adjacency adds though. Would that be +4 science/citizen +3 Great Scientist points?

I'm interested in this because I am trying to picture the early game. Later on, the adjacency bonus will be nice but subtle. But it appears enormous early on, at least if that is how a +2 adjacency is figured. And given the apparent need to build troops to defend against barbarians early, it looks like some hard choices will need to be made. But above all, the map will make a huge difference -- I will be interested to see how random the maps are, and how "doled out" good locations for adjacency will be.
 
Thank you, that is extremely helpful.

This chart does give the base yield for several of the districts. A campus, for example, gives +2 science/citizen + 1 Great Scientist point.

It does not say what +2 adjacency adds though. Would that be +4 science/citizen +3 Great Scientist points?

I'm interested in this because I am trying to picture the early game. Later on, the adjacency bonus will be nice but subtle. But it appears enormous early on, at least if that is how a +2 adjacency is figured. And given the apparent need to build troops to defend against barbarians early, it looks like some hard choices will need to be made. But above all, the map will make a huge difference -- I will be interested to see how random the maps are, and how "doled out" good locations for adjacency will be.

I believe the adjacency bonuses are just a flat +x increase to the yield. So, a +2 on a campus would just be a flat +2 science. Further example, assuming you are 3 pop (the earliest a district can be built usually) when you build your campus with the +2 adjacency, you would get a total of +8 science from that campus (2x3pop + 2adjacency).
 
I believe the +2 science/citizen is referring to specialists working in the district. To my knowledge the campus does not add benefits based on population (am I wrong on this? I haven't seen it in any of the videos I've watched, and it'd be a massive thing to overlook, but I could have done so).

Adjacency bonuses are flat yields as far as we've seen. They don't scale based on population or any other factor besides more adjacent relevant tiles.
 
It does not say what +2 adjacency adds though. Would that be +4 science/citizen +3 Great Scientist points?

I'm interested in this because I am trying to picture the early game. Later on, the adjacency bonus will be nice but subtle. But it appears enormous early on, at least if that is how a +2 adjacency is figured. And given the apparent need to build troops to defend against barbarians early, it looks like some hard choices will need to be made. But above all, the map will make a huge difference -- I will be interested to see how random the maps are, and how "doled out" good locations for adjacency will be.

No, it would be +2 science. Flat as that.

Take the Holy Site for instance:
Each adjacent tile with a Natural Wonder grants +2 Faith;
Each adjacent tile with a Mountain grants +1 Faith;
Every 2 adjacent tiles with Woods or other Districts grant +1 Faith.

You can improve these adjacency bonuses through polices.
 
I believe the +2 science/citizen is referring to specialists working in the district. To my knowledge the campus does not add benefits based on population.

If that's the case, Arioch has that worded weird. (Although i did find +production/citizen kind of weird for the industrial zone, specialist yield makes more sense.)
 
Some buildings do have effects over a large area, if not necessarily adjacency bonuses. The Japanese electronics factory for example provides its Culture bonus to the city it is built in and also any other cities within 6 tiles.
 
Some buildings do have effects over a large area, if not necessarily adjacency bonuses. The Japanese electronics factory for example provides its Culture bonus to the city it is built in and also any other cities within 6 tiles.

In the videos, these extended range bonuses are being called X-tile adjacency bonuses. (e.g. The 3 tile adjacency bonus for Brazil's Unique District.) In addition, I thought I saw a civic that's listed as extending the range of all adjacency bonuses by one.
 
Only 45 days away from release yet so much is still unknown about how the game works. We all think the system are similar to Civ V from the "Let's Play" previews, but systems like adjacency bonuses are not completely known by a fair bit. Heck, a LOT isn't know about them.

But some of what we know, as has been said in this thread, is that you can get huge bonuses from building districts/unique buildings adjacent to each others. This could fundamentally change how Civ VI will be played.
 
I've been meaning to ask: in Arioch's analyst site, the entry for the Shipyard reads "Bonus Production (questal?) to the adjacency bonus of the Harbor district."
Anyone has any idea what "questal" means here? The line might have been translated, because it isn't an English word.
 
I've been meaning to ask: in Arioch's analyst site, the entry for the Shipyard reads "Bonus Production (questal?) to the adjacency bonus of the Harbor district."
Anyone has any idea what "questal" means here? The line might have been translated, because it isn't an English word.

I think it means the adjacency bonuses of the harbor district (which are gold) have production as well.

so a harbor with 3 adjacency bonus, normally gets 3 gold
However, it with a Shipyard it would give 3 gold AND 3 production

and I think questal might just be 'coastal' misprinted
 
I think it means the adjacency bonuses of the harbor district (which are gold) have production as well.

so a harbor with 3 adjacency bonus, normally gets 3 gold
However, it with a Shipyard it would give 3 gold AND 3 production

and I think questal might just be 'coastal' misprinted

Just checked out the French Wiktionary, it means "the size of", which is to say equivalent. Pretty much part 1 of your reply. Thanks.
 
Do we know if it is possible to build multiple districts of the same type per city? In one playthrough the reviewers seem to be considering building three campuses right next to each other to give each other adjacency bonuses but they may be confused.

If it is possible, do we know how it works with buildings such as libraries? Can we built them more than once per city?

And two other questions:

- do adjacency bonuses based on being next to another district work also between two different cities or just within one city?

- if there are overlapping tiles between two cities, is it possible to build a district and all the buildings on such a tile in eg the city with the higer production and then transfer it to the other city?

Edit: Actually, on the last question it seems to me that, even if overlapping tiles are allowed at all, there is a strong possibility it will not be possible to allocate them at will between two cities once assigned to one city. Otherwise you could "transfer" wonders and the like between two cities - which could lead to a lot of exploits.
 
Back
Top Bottom