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Civilization VI Wiki
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{{#ev:youtube|LjKArILyl6E|450|right}} The '''Game Concepts''' in [[Civilization VI]]. [[File:Water Availability Guide.png|thumb|right|The [[Water Availability Guide]] is shown when you've selected a Settler, choosing where to build a new city.]] As you continue to play Civ 6 you'll run into some unique gameplay concepts, namely the idea of {{Housing}} [[Housing]] in your cities, or how {{Food}} [[Food]] works for your {{Citizens}} [[Citizens]]. For example: Each of your cities has a "housing limit" that can be understood as a cap for your population. When a city's population reaches the number below the housing limit the city starts to change, growing 50% slower, and once the housing limit is reached, it will grow even slower and stopping or declining soon after. To increase your Housing you'll need to have access to fresh water by building your city next to [[Rivers]], [[Mountains]], [[Lakes]], [[Oasis]] or by building an [[Aqueduct]]. Whenever a [[File:Icon Settler.png|20px]] [[Settler]] is selected, the non water tiles in the map will be marked as one of the 4 colors: <span style="color:#800000">Red</span>, <span style="color:#5d5c5d">Grey</span>, <span style="color:#3b803b">Light Green</span> or <span style="color:#005800">Dark Green</span>, showing you the best options for water in which to place a new [[File:Icon City Center.png|20px]] [[City Center]]. {{Amenities}} [[Amenities]] is another one of the basic Game Concepts which contributes to what make cities grow. Amenities work similar to happiness in previous Civilization games since Global happiness has been removed and replaced with Amenities, and is now one of the the things that make the people "happy", but are more at a local level. So now for each 2 Citizens in a city you are required to have 1 {{Amenities}} Amenity (excluding the first 2 Citizens). A [[Civilization]]'s [[File:Icon Capital.png|16px]] Capital starts with a single Amenity by default from entertainment, but additional cities will each start with 0 amenities and require 1 when the 3rd Citizen has been reached. There are 6 ways to get positive amenities: luxury [[Resources]], [[Civics]], entertainment, {{Great People}} [[Great People]], [[Religion]] and through the building of [[National Parks]]. Adversely, there are 2 known ways to get negative amenities: [[War]] weariness and Bankruptcy. Each [[Resources#Luxury Resources|Luxury Resource]] gives +1 Amenity for up to 4 cities. Luxury resource allocation is currently a bit unknown at this point,but it has been said that in larger cities it is automatic and the cities which need the most number of luxuries receive more. {{Science}} [[Science]]: Science is accumulated per turn, as dependent on all sorts of things throughout the game, [[Buildings]], [[Wonders]], {{Great People}} [[Great People]], as well as [[Tile Improvements]], [[Natural Wonders]] and a few other things. Various [[Technology]] is researched when enough science is accumulated, depending on the [[Eras|Era]] you are in, or the Tech you are researching. In regards to [[Science]], the [[Technology]] tree is similar to previous Civ games with a major addition: the [[Eureka!]] bonus, which can be seen as a sort of quest. Once you meet the requirements the Technology becomes 50% easier to research. Note that if a tech is already under research and you fulfill the requirements and get a [[Eureka!]] bonus in the middle of it, depending on how far along you are, you push it an additional 50%, and if you're more than 50% already, the tech gets pushed to completion. {{Culture}} [[Culture]]: Like Science, Culture is also accumulated per turn, and there is a new "[[Civics]] tree". Advancing throughout the Civics tree allows you to unlock new forms of [[Government]] and opens new [[Policy Cards]], which you can slot in and out of your Government "deck" for specialization purposes and the layout changes based on the government type you pick. [[Policies]] come in four variations: [[Military Policies]], [[Economy Policies]], [[Diplomacy Policies]], and [[Wildcard Policies]]. You can change your policy cards for free every time you unlock a Civic, or with {{Gold}} [[Gold]] whenever you want. Like with [[Technology]], each individual Civic has their own unique in-game "side-quest" called [[Inspiration!]] moments, and like [[Eureka!]] moments some of these you'll get through playing the game regularly, and some will require some extra effort. {{Faith}} [[Faith]]: Like the above Culture and Science, Faith is accumulated per turn, and once a [[Civilization]] reaches a certain amount of faith, it gains access to a [[Pantheon]] which gives bonuses for their entire empire. Faith is used like an alternate currency like {{Gold}} [[Gold]] and can be used to purchase religious units like an [[File:Icon Apostle.png|20px]] [[Apostle]], {{Great People}} [[Great People]], special buildings and in [[Theocracy]] [[Government]] can purchase land combat [[Units]]. To achieve a [[Religious Victory]] your Religion must become the Predominant Religion for every Civilization in the game. A Religion is Predominant if it is followed by more than 50% of the cities in a civilization. {{Gold}} [[Gold]]: Use Gold to buy [[Units]], [[Buildings]], [[Tiles]], [[Great People]], switch between [[Policies]] or upgrade Units. [[File:Icon_Commercial_Hub_1.png|19px|link=Commercial Hub]] [[Districts]]: Each of the [[Cities]] now comprise Districts, (total of twelve district types, not including the city center) each with it's own different role and bonuses based on its type. Districts can unlocked through [[Technology]] and are limited by population, requiring 3 [[Citizens]] per district. Certain [[Buildings]] can only be built in some [[Districts]], and at most can fit up to 3. Lastly, Districts gain bonuses based on what [[Terrain]] they are built on or surrounded by and can greatly boost your city output. ==List Of Concepts== * [[Water Availability Guide]] * {{Tribal Villages}} [[Tribal Villages]] * [[Cities]] * [[Appeal]] * [[Specialists]] * {{Housing}} [[Housing]] * {{Amenities}} [[Amenities]] * {{Combat Strength}} [[Combat Strength]] * {{Movement}} [[Movement]] * {{Envoy}} [[Envoy]] * {{Relic}} [[Relic]] * {{Trade Routes}}[[Trade Routes]] * {{Food}} [[Food]] * {{Gold}} [[Gold]] * {{Culture}} [[Culture]] * {{Citizens}} [[Citizens]] * {{Tourism}} [[Tourism]] * {{Great People}} [[Great People]] [[Category:Game Concepts]]
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