Civilization VI Wiki
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Portals
Official Website
On Steam
On Twitter
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
FANDOM
Explore
Current Wiki
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Civilization VI Wiki
1,305
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Portals
Official Website
On Steam
On Twitter
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
How To Play Guide for Civ 6
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
How To Play Guide for Civ 6
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{Guide infobox | name = How To Play Guide for Civ 6 | articles = {{*}} [http://www.gamepedia.com/blogs/1283-7-countries-you-wont-see-playing-civ-6-this-friday 7 Countries You Won't See...] <br> {{*}} [http://www.gamepedia.com/news/1282-the-new-civ-6-trailer-shows-humankinds-journey-to The New Civ 6 Trailer...] <br> {{*}} [http://www.gamepedia.com/news/1281-why-civ-6-leader-agendas-mean-youll-never-play-the Why Civ 6 Leader Agendas Mean...] <br> {{*}} [http://www.gamepedia.com/news/1277-did-this-civ-6-leader-get-a-redesign-after-fan Did This Civ 6 Leader Get a Redesign...] <br> {{*}} [http://www.gamepedia.com/news/1276-the-biggest-civ-6-changes-you-need-to-know-before The Biggest Civ 6 Changes You Need...] | video = {{#ev:twitchvod|v96783194|280||||}} }} <center><big><big><big><big> Welcome to both [[Civilization VI]], and the [[Civilization VI Wiki]]!</big></big></big></big></center> Greetings! Whether you're a returning civ geek or it's your first time playing a 4x game, it does appear you've made the plunge and are interested in Civ 6. The world of [[Civilization]] can be a bit intimidating if you haven't yet played any of the prior releases, or quite a bit has changed if you have, so sit back relax and read up on '''How To Play Civ 6;''' your guide to the basics on [[File:Icon_Government_Autocracy.png|20px]] [[Governments|Politics]], [[File:Icon_unitoperation_spy_counterspy_action.png|20px]] [[Espionage]], [[File:Icon_unitoperation_wmd_strike.png|20px]] [[War]], [[File:Icon tech wheel.png|20px]] [[Technology]] and {{Culture}} [[Culture]], as well as quite a few other things. ==Comparing Previous Civilization Games== Back in May of 2016, 2K Games announced Sid Meier's Civilization VI, to be released on October 21, 2016 for the PC. Lead designer of the game is Ed Beach, Art Director is Brian Busatti, Anton Strenger as the Senior Gameplay Designer and Dennis Shirk as Lead Producer. There's not too much that has been taken from previous games, but a lot has been added to the gameplay. :''"Everything that Civilization players have loved in Civilization V, we’re bringing forward, in addition to putting on the new gameplay from Civilization VI,"'' - Dennis Shirk. <ref>http://www.theverge.com/2016/5/11/11640726/civilization-6-vi-announcement-release-date</ref> Civilization VI has been completely re-built from previous civ games from the ground up using a new engine. Unlike most previous "vanilla" iterations of Civilization, Civ VI will include a number of features in the core game that previously required multiple expansions, including {{Trade Routes}} [[Trade Routes]], {{Faith}} [[Religion]], [[Espionage]], [[File:Icon City-States.png|16px]] [[City-States]], {{Tourism}} [[Tourism]] and [[Great Works]]. Though all features have been rebuilt for the new engine, most are based on the gameplay of Civilization V, with some notable changes and improvements. :''"The number one thing to know is that Civilization VI is not built on the previous engine... All of the gameplay systems have been entirely rewritten and re-architected. We’ve specifically set it up to be very modifiable. And we’ve rewritten the A.I. from the ground up, learning all the lessons that we had from Civilization V, so we know how best to solve some of these problems in military combat and so forth."'' - Ed Beach <ref>http://time.com/4324490/civilization-6-interview/</ref> Additionally, more emphasis has been placed on the [[Terrain]] and [[Tiles]] by "unstacking" city improvements or {{Production}} [[Production]] from the {{City Center}} [[City Center]] and giving bonuses for placing [[Tile Improvements]] near certain terrains. Additional new features include research on the game's [[Civics]] tree based on {{Culture}} [[Culture]], a similar [[Technology]] tree for cultural improvements and a better {{Government}} [[Government]] structure for those playing on a [[File:Icon victory culture.png|20px]] [[Cultural Victory]] path, as well as new artificial intelligence mechanics for computer-controlled opponents which include secret [[Leader Agendas]] and randomized engagements to disrupt an otherwise stable game. [[File:Game Settings.png|150px|right]] ==Basics / Game Setup== Alright, now that you know what to expect, let's hop into the basics and get you into your first Civ Game. You can hit play now and hop into the action, or if you want to tinker with the game setup, you'll have the options to change the following to make each game quite a unique experience. * Choose Civilization: See [[Civilizations]] or in the next section. * [[Game Difficulty]]: Here, you can choose the difficulty of the A.I. inside the game, ranging from '''Settler''' (the easiest) to '''Deity''' (the hardest). * [[Game Speed]]: This modifies the speed of the game globally as '''Quick''' (33% faster) and '''Standard''' (Normal Speed). * [[Map Type]]: Different types exist like '''Continents''' (A few large landmasses), '''Island Plates''' (Islands ranging in size from small to large) and '''Pangaea''' (One landmass with surrounding islands). * Map Size: '''Tiny''' (perfect for 2 players)''',''' '''Standard''' (Average-sized map for 8 players) and '''Large''' (Large map for 10 players). ==Choosing A Civilization== Choose between 19 (or 20 after 90 days, or with the pre-purchase [[Aztec]] civ) [[Leaders]] / [[Civilizations]], each with their own [[Unique]] [[Leader Agendas]], [[Leader Bonuses]], [[Units]], [[Buildings]], [[Districts]] and or [[Tile Improvements]]. Each of the Leaders will have a fixed agenda as well as a "hidden" [[Leader Agendas|Agenda]]. As you trade, you can get gossip information, and from interaction gain more knowledge about other Leaders, and your relationship with them grows healthy or chaotic. :''"Each leader has a historical agenda that you’ll learn as you play the game repeatedly. But we also assign secret agendas to the leaders that you have to uncover through espionage. And so the diplomatic landscape is much richer. The more you mix all the different personalities into a big soup, the more you end up with a very interesting diplomatic landscape."''<ref>http://time.com/4324490/civilization-6-interview/</ref> ===The Leaders / Countries=== <center><small> {{FP Characters|Character Teddy.png|Teddy Roosevelt|America}} {{FP Characters|Character Montezuma.png|Montezuma|Aztec}} {{FP Characters|Character Qin.png|Qin Shi Huang|China}} {{FP Characters|Character Cleopatra.png|Cleopatra|Egypt}} {{FP Characters|Character Hojo.png|Hojo Tokimune|Japan}} {{FP Characters|Character Victoria.png|Victoria|England}} {{FP Characters|Character Catherine.png|Catherine de' Medici|France}} {{FP Characters|Character Pedro.png|Pedro II|Brazil}} {{FP Characters|Character Frederick.png|Frederick Barbarossa|Germany}} {{FP Characters|Character Tomyris.png|Tomyris|Scythia}} {{FP Characters|Character Philip.png|Philip II|Spain}} {{FP Characters|Character Gandhi.png|Gandhi|India}} {{FP Characters|Character Mvemba a Nzinga.png|Mvemba a Nzinga|Kongo}} {{FP Characters|Character Harald.png|Harald Hardrada|Norway}} {{FP Characters|Character_Pericles.png|Pericles|Greece}} {{FP Characters|Character_Trajan.png|Trajan|Rome}} {{FP Characters|Character_Gilgamesh.png|Gilgamesh|Sumeria}} {{FP Characters|Character_Saladin.png|Saladin|Arabia}} {{FP Characters|Character_Peter.png|Peter|Russia}} </small></center> ==The First Turn / The Dawn Of A New Era== [[File:Technology_Key.png|142px|left|thumb|A {{Production}} [[Production]] key of the various Techs and research options.]]{{#ev:youtube|GGQMpPjea9Q|350|right}} Once you've decided on all your setups you're going to get into the game. You'll most likely begin with a [[File:Icon Settler.png|20px]] [[Settler]] and a [[File:Icon Warrior.png|20px]] [[Warrior]], although some countries will have access to a [[File:Icon Scout.png|20px]] [[Scout]] in place of a [[Warrior]]. Notice the [[Resources]], and where the water is. Some of the best places to settle are next to a [[Rivers|River]], to get access to fresh water, and/or on a [[Coast]], within range of diverse [[Resources]] like [[File:Icon Resource Rice.png|20px|link=Rice]] [[Rice]], [[File:Icon Resource Wheat.png|20px|link=Wheat]] [[Wheat]], [[File:Icon Resource Bananas.png|20px|link=Bananas]] [[Bananas]], [[File:Icon_Resource_Cattle.png|20px|link=Cattle]] [[Cattle]], [[File:Icon Resource Sheep.png|20px|link=Sheep]] [[Sheep]] or [[File:Icon Resource Fish.png|20px|link=Fish]] [[Fish]] if you're next to the [[Coast]] which will each give a +3 bonus to {{Food}} [[Food]] once you've worked them and will help your city grow Citizens quicker from the beginning. Additionally you'll want to send your other unit to explore the world around you, but more on exploring a bit below. Next up is choosing a [[Technology]] to research from the tech tree. Your initial decision is between [[File:Icon Pottery.png|20px]] [[Pottery]], [[File:Icon Animal Husbandry.png|20px]] [[Animal Husbandry]], [[File:Icon Mining.png|20px]] [[Mining]], [[File:Icon Sailing.png|20px]] [[Sailing]] and [[File:Icon Astrology.png|20px]] [[Astrology]]. If you want to explore more of the Tech Tree, the key on the left will be helpful for understanding the icons and images found in the menu, or check out the [[Technology]] page, which is a very useful resource. Before you can end your first turn you'll need to decide your first {{Production}} "[[Production]]", or what permanent item (building or unit) you want to create. You'll have the option to build a [[Monument]] in the [[File:Icon City Center.png|16px]] [[City Center]] (unless you play as Rome, they get this for free) which will expand your {{Culture}} [[Culture]], or you can choose to build a [[Unit]]. If you feel up to exploring, choose to build a [[Scout]], which will allow you to go hunting for goodies in the form of {{Tribal Villages}} [[Tribal Villages]] and other Civs as well as other [[File:Icon_La_Venta.png|20px]] [[City-States]]. ==The Next 25 Turns== With your first unit ([[Warrior]] or [[Scout]]) you'll want to continue to explore, finding good [[Resources#Strategic Resources|Strategic Resources]] and [[Resources#Luxury Resources|Luxury Resources]] in addition to [[Resources#Bonus Resources|Bonus Resources]] in the nearby area, which you'll want to acquire by founding additional cities. Keep a look out for {{Tribal Villages}} [[Tribal Villages]] which can give you serious bonuses ranging from [[Technology|Technologies]] to {{Gold}} [[Gold]] to [[Great Works]] to maps of the local area if discovered with Scouts. Watch out for {{Barbarians}} [[Barbarians]], depending on the difficulty level they might be pretty easy to dispatch or could be a pain to deal with. Barbarian scouts are themselves "harmless" (good luck chasing them around the map for the [[Ancient Era]]) but they will trigger a barbarian raid if left around to report back to their camp. Basically once they get back to their camp they'll send out [[Military Units]] to attack your units or raid them. As you continue to explore the nearby world around, you'll run into [[City-States]], as well as other [[Civilizations]], and perhaps even nearby [[Natural Wonders]]. ===[[City-States]]=== [[File:City-State.png|left]] [[File:Missions_List.png|170px|thumb|right|Some of the Quests you can fulfill for City-States with [[Spies]].]] You can't play as them, but there are various [[City-States]] in Civilization VI which are singular city nations that act independent of you the player and other rival [[Leaders]]. Each of the City-States have their own political relationships, including going to war and building [[Wonders]] and more. Being the first to discover a City State grants you an {{Envoy}} [[Envoy]] with them. You gain additional envoys directly by completing quests for them. Additionally, periodically you will naturally earn extra Envoys which can be sent to any City-State that you have met. More envoys means more influence and a larger share of rewards and potentially becoming the [[Suzerain]]. The various City-State Types and the Bonuses: : [[File:Icon_citystate_faith.png|20px]] Religious - {{Faith}} [[Faith]] Bonuses in the [[File:Icon Capital.png|16px]] Capital and at [[File:Icon Holy Site.png|20px]] [[Holy Site]] [[Districts]] : [[File:Icon_citystate_trade.png|20px]] Trade - {{Gold}} [[Gold]] Bonuses in the [[File:Icon Capital.png|16px]] Capital and at [[File:Icon Commercial Hub 1.png|20px]] [[Commercial Hub]] [[Districts]] : [[File:Icon_citystate_science.png|20px]] Scientific - {{Science}} [[Science]] Bonuses in the [[File:Icon Capital.png|16px]] Capital and at [[File:Icon Campus.png|20px]] [[Campus]] [[Districts]] : [[File:Icon_citystate_militaristic.png|20px]] Militaristic - {{Production}} [[Production]] Bonuses in the [[File:Icon Capital.png|16px]] Capital and at [[Encampment]] [[Districts]]. : [[File:Icon_citystate_culture.png|20px]] Cultural - {{Culture}} [[Culture]] Bonuses in the [[File:Icon Capital.png|16px]] Capital and at [[File:Icon Theater Square.png|20px]] [[Theater Square]] [[Districts]] : [[File:Icon_citystate_industrial.png|20px]] Industrial - {{Production}} [[Production]] Bonuses in the [[File:Icon Capital.png|16px]] Capital and at the [[File:Icon Industrial Zone.png|20px]] [[Industrial Zone]] when building [[Wonders]], [[Buildings]] or [[Districts]] [[File:Icon_Suzerain_Bonus.png|left]] [[File:Envoy.png|50px|right]] A civilization that has sent at least 3 Envoys can become "[[Suzerain]]" for that City-State, and earn a special bonus unique to that City-State. If more than one civilization has sent 3 Envoys, then whichever has the most becomes Suzerain. There can be only one Suzerain for a given City-State at a time. [[City-States]] follow their Suzerain into war and peace with other players. The Suzerain receives all [[Resources]] the city-state owns, and may also pay {{Gold}} [[Gold]] to temporarily take control of the city-state's [[Units]]. Each city-state has a unique icon and Suzerain bonus. ===Your Neighbors=== [[File:Character Cleopatra.png|thumb|150px|right|If you meet Cleopatra you'll need to grow a strong military or run the risk of making her upset.]] As you grow you'll want to increase your standing with City-States, but also with your neighbors; other [[Civilizations]]. (See above for a list of the [[Leaders]], their traits, bonuses and [[Special Abilities]] as well as [[Unique]] Units or other stuff). Understanding your neighbor's [[Leader Agendas|Agendas]] can take you a long way between aggressive or peaceful interactions. There will always be a hidden one, so you'll need to wait till you get to understand that before you can fully comprehend your future allies or enemies. For example, if you run into [[Egypt]] ([[Cleopatra]] - [[Queen Of The Nile]]), she loves Leaders who are more aggressive or have a strong military. If you're planning on playing a passive peaceful game, she'll get upset at you for not having enough units, or being what she would consider "weak". She could even go on to [[Denounced|Denounce]] you which will give her a [[Casus Belli]] for beginning a war with you after 5 turns. Each of the different Leaders will have various styles of play, so you'll need to take that into consideration when meeting them for the first time. ===[[Natural Wonders]]=== [[Natural Wonders]] can span multiple [[Tiles]] and the discovery of a natural wonder can trigger City-State's Quest actions, they also give your [[Unit]] which discovered it bonus experience. Additionally, Natural Wonders give an adjacency bonus to [[File:Icon Holy Site.png|20px]] [[Holy Site]] [[Districts]] in which all adjacent tiles receive +2 [[Appeal]] which can greatly increase your {{Tourism}} [[Tourism]] output. Finding Natural Wonders can be a large boon to your civilization, especially if you can put a city next to them quickly before anyone else can and reap the rewards. The majority of the Natural Wonders are impassable, but a few can be moved through or even worked like the [[File:Icon Pantanal.png|20px]] [[Pantanal]] which provides +2 {{Food}} Food and +2 {{Culture}} Culture to your civilization. ==Basic & Advanced [[Game Concepts]]== [[File:Water Availability Guide.png|thumb|left|The [[Water Availability Guide]] is shown when you've selected a Settler, choosing where to build a new city.]] [[File:Housing infobar.png|right]] ===Housing=== 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]]. If you're still having Housing issues, you're best off to build the [[File:Icon Neighborhood.png|20px]] [[Neighborhood|Neighborhood]] [[District]] which will increase your housing based on the [[Appeal]] of the [[Tiles|Tile]], regardless if it's Breathtaking or Disgusting. ===Amenities=== {{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, it is now one of the things that make the people "happy", but 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: Access to [[Resources#Luxury Resources|Luxury Resources]], [[Civics]], Entertainment (with an [[File:Icon Entertainment Complex.png|20px]] [[Entertainment Complex]]), {{Great People}} [[Great People]], [[Religion]] and through the building of [[National Parks]]. Conversely, 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. Amenities from luxuries are automatically distributed to the cities that need them most, and each city can only receive +1 Amenity from each luxury, even if you have less than 4 cities. Note that though Amenities from Entertainment are not global, they can still be used to increase your Amenities in other cities. If you have more than 4 cities, each [[Resources#Luxury Resources|Luxury Resource]] will not be able to provide Amenities for your entire empire. The Amenities will be given to the 4 cities that need them most. In this case, each city that provides for itself with Entertainment will not require Amenities from Luxuries, allowing those Amenities to be sent elsewhere. Use this information to your advantage by keeping your large cities happy with Entertainment, freeing up Luxury Amenities to be distributed to smaller cities that cannot afford to build an [[File:Icon Entertainment Complex.png|20px]] [[Entertainment Complex]]. ===Science And Culture=== [[File:Eureka.jpg|thumb|right|A look at the new [[Eureka!]] bonus, that boosts the [[Technology]] research, which you can get from fulfilling certain requirements.]] {{Science}} [[Science]]: Science is accumulated per turn, and 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, 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}} [[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 [[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. ===Districts=== [[File:District Cheat Sheet.png|thumb|right|A strategic info-graphic for [[District]] placements complements of [https://www.reddit.com/user/iotafox iotafox]. See [[District Strategy]] for more ideas on placing districts for optimal use.]] [[File:Icon_Commercial_Hub.png|20px|link=Commercial Hub]] [[Districts]]: Each of the [[Cities]] is now composed of Districts, (total of twelve district types, not including the city center) each with its own different role and bonuses based on its type. Districts can be 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. Districts gain bonuses based on what [[Terrain]] they are built on or surrounded by and can greatly boost your city's output. [[Buildings]] are no longer trapped in your [[File:Icon_City Center.png|20px|link=City Center]] [[City Center]], but may sprawl across your territory as part of '''Districts'''. The map is more important than ever as you are faced with important strategic placement decisions. [[File:Icon_Campus.png|20px|link=Campus]] [[Campus]]es and [[File:Icon_Holy Site.png|20px|link=Holy Site]] [[Holy Site]]s alike receive special yield boosts from placement near [[Mountains]] ({{Science}} [[Science]] for the [[Campus]], and {{Faith}} [[Faith]] for the [[Holy Site]]), but only the former also benefits from a nearby source of [[Rainforests]]. ===Additional Concepts=== {{Faith}} [[Faith]]: Like 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}} [[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. ===Cities=== When a [[City]] is first created in [[Civilization VI]], all of its [[Citizens]] (population) will work the [[Tiles]] around the city, generating {{Food}} [[Food]], {{Production}} [[Production]], {{Gold}} [[Gold]], etc. Later on, you can construct [[Districts]] and [[Buildings]] which allow you to reassign some of the citizens to work in the districts as '''Specialists'''. For example, the [[File:Icon Campus.png|20px]] [[Campus]] can hold 3 [[Buildings]], and you can assign one [[Scientist]] specialist for each building you have constructed in the Campus. So if you’ve constructed a [[Library]] and a [[University]], you can assign 2 [[Scientist]] specialists. ==Keyboard Controls / Hotkeys== [[Key bindings]] can be set in the Game Options menu. For each key there is a primary binding and an alternative binding, however the escape, left mouse button, and right mouse button are reserved and cannot be bound to any hotkey. {| class="wikitable" style="text-align: center; margin: 1em auto 1em auto;" | ||colspan="3" style="text-align: center;" | || ||colspan="3" style="text-align: center;" | || ||colspan="3" style="text-align: center;" | || |- | || colspan="3" style="text-align: center;" |<center>'''Unit Actions / Camera'''</center> || || colspan="3" style="text-align: center;" |<center>'''User Interface'''</center> || || colspan="3" style="text-align: center;" |<center>'''Other Controls'''</center> || |- | ||colspan="3" style="text-align: center;" | || ||colspan="3" style="text-align: center;" | || ||colspan="3" style="text-align: center;" | || |- | || '''{{Key|A}}''' || || Attack || || '''{{Key|F9}}''' || || Open the [[Civilopedia]] || || '''{{Key|1}}''' || || [[Religion]] Lens || |- | || '''{{Key|E}}''' || || Automate Exploration || || '''{{Key|F2}}''' || || Toggle [[City-States]] Screen || || '''{{Key|2}}''' || || Continent Lens || |- | || '''{{Key|Delete}}''' || || Delete [[Unit]] || || '''{{Key|C}}'''|| || Toggle [[Civics]] Tree || || '''{{Key|3}}''' || || [[Appeal]] Lens || |- | || '''{{Key|F}}''' || || Fortify || || '''{{Key|F3}}''' || || Toggle [[Espionage]] Screen || || '''{{Key|4}}''' || || [[Settler]] [[Water Availability Guide|Lens]] || |- | || '''{{Key|B}}''' || || Found City || || '''{{Key|F7}}''' || || Toggle [[Government]] Screen || || '''{{Key|5}}''' || || [[Government]] Lens || |- | || '''{{Key|M}}''' || || Move To || || '''{{Key|O}}'''|| || Toggle [[Great People]] Screen || || '''{{Key|6}}''' || || Political Lens || |- | || '''{{Key|R}}''' || || Ranged Attack || || '''{{Key|W}}''' || || Toggle [[Great Works]] Screen || || '''{{Key|Home}}''' || || In-Game Menu || |- | || '''{{Key|Space}}''' || || Skip Turn || || '''{{Key|F1}}''' || || Toggle Rankings Screen|| || '''{{Key|Return}}''' || || Next Action || |- | || '''{{Key|Z}}''' || || Sleep|| || '''{{Key|L}}''' || || Toggle [[Religion]] Screen || || '''{{Key|F5}}''' || || QuickSave || |- | || '''{{Key|Alt}}''' + Click/Drag || || Rotate The Map || || '''{{Key|T}}''' || || Toggle [[Technology|Tech Tree]] || || '''{{Key|F6}}''' || || QuickLoad || |- | || || || || || '''{{Key|F4}}''' || || Toggle [[Trade Routes]] Screen || || '''{{Key|G}}''' || || Toggle Grid || |} ==References== [[Category:Civilization VI Wiki]] [[Category:Guides]]
Summary:
Please note that all contributions to the Civilization VI Wiki are considered to be released under the CC BY-NC-SA
Cancel
Editing help
(opens in new window)
Templates used on this page:
Template:*
(
view source
)
Template:Amenities
(
view source
)
Template:Barbarians
(
view source
)
Template:Citizens
(
view source
)
Template:City Center
(
view source
)
Template:Culture
(
view source
)
Template:Envoy
(
view source
)
Template:FP Characters
(
view source
)
Template:Faith
(
view source
)
Template:Food
(
view source
)
Template:Gold
(
view source
)
Template:Government
(
view source
)
Template:Great People
(
view source
)
Template:Guide infobox
(
view source
)
Template:Housing
(
view source
)
Template:Key
(
view source
)
Template:Production
(
view source
)
Template:Science
(
view source
)
Template:Tourism
(
view source
)
Template:Trade Routes
(
view source
)
Template:Tribal Villages
(
view source
)
Follow on IG
TikTok
Join Fan Lab