What do we know about these adjacency bonuses

I'm a little concerned that the adjacency bonus may force us to focus too much on city micromanagement. I understand the adjacency bonus of being next to specific terrains, but to districts, I don't understand.
 
I'm a little concerned that the adjacency bonus may force us to focus too much on city micromanagement. I understand the adjacency bonus of being next to specific terrains, but to districts, I don't understand.

That's decision you make very rarely. Regular city only have 3-4 districts. It's not micromanagement.
 
Depends on District in question, Campuses and Holy sites can be built anywhere, however an Encampment cannot be built adjacent to the City Center. Aqueducts have to built adjacent to your city center(and mountain or source of fresh water). Harbor just need to be built on Coast. Possibly neighbourhoods will require building next to the city center or another district allowing you to "fill in" between to make contiguous cities however apart form the Aqueduct, none require the need to built next to the city center or another district. Most Specialist Districts give minor adjacency bonus for building next to district so you are encouraged to "fill in". Also certain districts get large adjacency bonuses for building next to a certain type of District. Commerce districts gets a Major Bonus for building next to a Harbour. These are obviously an important consideration.

One way of looking at districts as small towns that form part of a bigger metropolis. A campus could be envisioned as university Town such as Oxford as an example
 
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.

The only district which you can build multiple per city is the Neighbourhood. Even then you need to pick tiles with good enough Appeal.
 
That's decision you make very rarely. Regular city only have 3-4 districts. It's not micromanagement.

Each district requires 3 pop right? Not sure if we know how the system works, exactly.

Anyway, I do think the new system requires quite a bit of planning. Not sure if that can be called micromanagement, but yes, we will need to ponder lot's of things when placing each district on each of our cities.

For example:
-Is this tile (for example, hill with river and mountain) required to build a wonder in the future?
-Do I have to build X district here to allow the future construction of a wonder in the adjacent tiles?
-Should I harvest this resource and place the District on top, or improve the resource and look for a less optimal location for the district?
-Will I be able to place other districts adjacent to this one, in the future? What are the bonuses for those districts?
-Should I use the river for district adjacency bonuses, or improve the tile with a farm?
-Will I need the Rainforest/Forest for future adjacency bonus, or can I chop it down now to build other improvement here?
-Etc.

I am quite happy we might need to use our brains quite a bit when building our cities.

Once we've played 5 games, we will all figure out some "basic setups", and we will automatically look for them (three adjacent grassland tiles for farms, +2-tile mountain range with forests or rainforest for campus and holy site, 2 tiles to place a quarry/mine for the industrial area, etc.).

It all seems complicated right now, because its new, and we miss info on the new systems.
 
Each district requires 3 pop right? Not sure if we know how the system works, exactly.

It's quite simple. Level 1-3 city could build only 1 district, level 4-6 city could build second district, etc.

Anyway, I do think the new system requires quite a bit of planning. Not sure if that can be called micromanagement, but yes, we will need to ponder lot's of things when placing each district on each of our cities.

Yes, a lot of planning, but not micromanagement.
 
For me it'll be interesting to see how the adjacency bonuses scale as a city grows in comparison to the population bonuses.

My assumption is that the adjacency bonuses will tend to dominate in the early game and the population bonuses in the late game.
 
It's quite simple. Level 1-3 city could build only 1 district, level 4-6 city could build second district, etc.

The counting goes slightly differently from what I have seen so far. A city can only build its first district when it has 3 population, so cities with 1-2 pop can't build districts, cities with 3-5 pop can build 1 districts, 6-8 pop 2 districts, etc. although the exact progression might not be 1 district per 3 pop at higher pop numbers.
 
As far as I know it's 1 district per X number of poulation, and the City Centre counts as the first district.

Ah, that's a different way of looking at it, and it could be right as well. I think there is going to be a significant difference in the early game between being able to build your first additional district at size 3 or at size 4 (and 6/7), due to lack of housing and the slowing down of growth, unless of course you settle at a river.
 
This. There is one district per approximately 3 pops (with Germany getting an extra one).

Note that Ed Beach's video also said that the unique district doesn't count towards escalating population requirements; so Germany effectively gets two (as long as the player chooses for one of them to be the Hanse)

The Aquaduct might also be exempt from increasing population requirements.

Ah, that's a different way of looking at it, and it could be right as well. I think there is going to be a significant difference in the early game between being able to build your first additional district at size 3 or at size 4 (and 6/7), due to lack of housing and the slowing down of growth, unless of course you settle at a river.

It indeed appears to be the case that in Civ VI, that if at all possible the city center should be built in a tile with access to fresh water, preferably a river.
 
Just checked out the French Wiktionary, it means "the size of", which is to say equivalent. Pretty much part 1 of your reply. Thanks.

Which french part are you talking about? Did I miss something?
 
Note that Ed Beach's video also said that the unique district doesn't count towards escalating population requirements; so Germany effectively gets two (as long as the player chooses for one of them to be the Hanse)

The Aquaduct might also be exempt from increasing population requirements.



It indeed appears to be the case that in Civ VI, that if at all possible the city center should be built in a tile with access to fresh water, preferably a river.

I expect that all starting locations will have access to fresh water, probably a river. The only exceptions could be the Aztecs having a preference for a Lake, and Arabia having a preference for an Oasis.
 
Note that Ed Beach's video also said that the unique district doesn't count towards escalating population requirements

Thanks joncnunn.

So, unique districts:
-Build in 1/2 the time.
-Give unique bonuses.
-Don't count towards population requirements for other districts.
-Are able to host the same buildings as standard districts.

Very impressive. Unique improvements are nowhere near as good, in principle.
 
Very impressive. Unique improvements are nowhere near as good, in principle.

While I agree that Unique Districts are very powerful, we don't know much about Unique Buildings yet.

  • We only new the exact stats of the Electronics Factory which is pretty powerful since it's bonus counts for nearby cities as well.
  • We know nothing about the Stave Church and the Madrassa.
  • Tlacthli gives bonus faith and Great General points, we don't know how much, but it seems less impressive.
  • We don't know if the British Museum adds more than extra slots/archeologists and how useful that really is.
  • We don't know how much tourism the film studio generates.

So its too early to tell how powerful unique buildings really are.

Edit: Sorry, I misread. You were talking about Unique Improvements, not buildings. I agree with your assessment, but I add that since Improvements are much cheaper anyway you don't want them to be too effective compared to buildings/districts.

And to get back to adjacency bonus: I feel a bit weird about them. I like to play 5 billion year old maps, which have less mountains. On top of that, I like Large Islands and Archipelago maps. You have to be extremely lucky to get mountains nearby at the start for these, my preferred settings, so I can't really count on adjacency bonus for Campus and Holy Sites in many of my games :(
 
It's quite simple. Level 1-3 city could build only 1 district, level 4-6 city could build second district, etc.

I don't believe this is right. I believe that you can build your first district at 3 pop, and then the next at 6 pop and so on.

As Arioch's site states:
A city must have a population of 3 to build its first district, and roughly 3 more to build each new district

This significantly alters the dynamics of the game. I wonder if Germany's special ability gives them their first district at 1 pop, or do they get 2 at 3 pops.
 
I don't believe this is right. I believe that you can build your first district at 3 pop, and then the next at 6 pop and so on.

That's another point for coastal as your second or third city then.

This significantly alters the dynamics of the game. I wonder if Germany's special ability gives them their first district at 1 pop, or do they get 2 at 3 pops.

You would go 'district first' with your new cities? I don't think I'd do that, even when possible.
 
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