Civilization VI Wiki
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Some of the known detail for [[Cities]] in the upcoming [[Civilization VI]].
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Some of the known detail for [[Cities]] in the upcoming [[Civilization VI]]. One of the core pillars of the [[Civilization VI]] experience is [[Unstacking Cities]], a new feature that sees cities spread across their entire controlled territory. Now, [[Districts]] (as well as all [[Wonders]]) occupy full [[Tiles]] outside of the [[City Center]].
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==Why is Unstacking Cities important?==
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Unstacking Cities has implications that permeate the entirety of the [[Civilization VI]] experience and this change presents new emergent strategies to players. Choosing where to settle your city is now more crucial than it has ever been, as available tiles affect the potency of Districts and limit what Wonders can be erected in that particular city. This means players must adapt to their environment, consider greater city specialization and create more diverse empires throughout play.
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In Civilization V, you'd simply queue up a build order, construct your [[Buildings]] and they all live as one enormous stack within the city screen. With Civilization VI, the cities have been unstacked, removing all of that clutter within the city screen. So not only do you need to weigh build order, but you also have to consider district adjacency bonuses and what [[Terrain]]s around your city center are compatible with certain [[Wonders]]. There isn’t one template for success in Civilization VI, and players need to react to the environment around them as no two games will play the same.
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[[Combat]] is also affected by the Unstacking Cities mechanic in Civilization VI. As cities spread across more territory and become more exposed, adept warmongers may target specific tiles to cripple a city’s infrastructure before going after the city center. Additionally, passive players who would choose to fortify cities in the past must now consider their city’s full perimeter when deciding to pursue this same tactic in Civilization VI. A city is so much more than just its city center now.
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Finally, from a visual standpoint, Unstacking Cities presents great aesthetical changes to the Civilization experience. Cities now look more diverse and reflect their growth in more distinct ways. This change goes a long way, not only in making players feel more connected to their choices and progress, but also in keeping players immersed in the beautiful world of Civilization VI.
   
 
==City Details==
 
==City Details==

Revision as of 15:22, 13 July 2016

Some of the known detail for Cities in the upcoming Civilization VI. One of the core pillars of the Civilization VI experience is Unstacking Cities, a new feature that sees cities spread across their entire controlled territory. Now, Districts (as well as all Wonders) occupy full Tiles outside of the City Center.

Why is Unstacking Cities important?

Unstacking Cities has implications that permeate the entirety of the Civilization VI experience and this change presents new emergent strategies to players. Choosing where to settle your city is now more crucial than it has ever been, as available tiles affect the potency of Districts and limit what Wonders can be erected in that particular city. This means players must adapt to their environment, consider greater city specialization and create more diverse empires throughout play.

In Civilization V, you'd simply queue up a build order, construct your Buildings and they all live as one enormous stack within the city screen. With Civilization VI, the cities have been unstacked, removing all of that clutter within the city screen. So not only do you need to weigh build order, but you also have to consider district adjacency bonuses and what Terrains around your city center are compatible with certain Wonders. There isn’t one template for success in Civilization VI, and players need to react to the environment around them as no two games will play the same.

Combat is also affected by the Unstacking Cities mechanic in Civilization VI. As cities spread across more territory and become more exposed, adept warmongers may target specific tiles to cripple a city’s infrastructure before going after the city center. Additionally, passive players who would choose to fortify cities in the past must now consider their city’s full perimeter when deciding to pursue this same tactic in Civilization VI. A city is so much more than just its city center now.

Finally, from a visual standpoint, Unstacking Cities presents great aesthetical changes to the Civilization experience. Cities now look more diverse and reflect their growth in more distinct ways. This change goes a long way, not only in making players feel more connected to their choices and progress, but also in keeping players immersed in the beautiful world of Civilization VI.

City Details

  • Instead of taking up a single tile, cities can now expand across multiple Tiles.
  • Everything is now placed on the map, blowing the cities apart. All of the City Upgrades that you build are now spread across the landscape in the area of control of each city.
  • Each City is now comprised of Districts, and there are a total of twelve district types, each with a different role and different bonuses with the terrain, limited by population. The first 5-6 District types are available from the beginning of the game, but afterward, Districts aren't built for free. You first have to build / buy a district and then you can start placing Buildings on it.
  • Number of Districts a city can support is limited by its Population.
  • Cities can still control up to 36 hexes (or Tiles), but the number of Improvements that Cities will need to work the land has been reduced, with districts moving in to fill the gaps.
  • The happiness level will be focused on a city level, rather than on a global basis across your civilization.
  • Harbors can be built on water tiles (additionally "If you do, you can’t build something else in that tile, like a Wonder"), so no Pyramids in the water!
  • Districts can be containers for additional buildings (holy sites that will eventually house religious buildings such as churches or temples), and gain bonuses based on what terrain you place them on or surrounds them (eg. Campuses gain bonuses for adjacent Mountains). Districts and improvements also provide additional housing which allows you to increase your Population Cap.