In the world of strategy games, mastering Civilization 6 can be a challenge for both newcomers and veterans due to its intricate mechanics. One key aspect that needs clear understanding is Adjacency Bonuses, which play a significant role in district placement within the game.
In the realm of Civilization VI, I can’t stress enough the significant role that Adjacency Bonuses play in enhancing your civilization’s output. When you’re strategizing on where to place new Districts, these bonuses are your secret weapons. This guide aims to break down the fundamentals of the Adjacency Bonus system in Civ VI, offering helpful tips for District placement and providing an overview of every District Adjacency Bonus (and all Unique District bonuses) that this game has to offer.
What Are Adjacency Bonuses In Civilization VI?
In Civilization 6, Adjacency Bonuses are advantages granted to districts and other city areas, enhancing their productivity. These bonuses in Civilization 6 can originate from numerous types of terrain or tiles, but as the name suggests, only the six tiles directly adjacent to a specific district provide Adjacency Bonuses.
One of the initial districts that players often focus on when pursuing a Religious Victory strategy is the Holy Site (or Lavra if you’re playing as Russia). These sites naturally boost your civilization’s Faith by 2 upon construction. However, building it adjacent to a Mountain, a Natural Wonder, or two additional Districts or untouched Forest tiles will increase your Faith even further.
In all areas that generate yield, this rule pertains: these include Educational Institutions (Science), Business Centers (Gold), Religious Sites (Faith), Manufacturing Districts (Production), and Cultural Venues (Culture).
In contrast to other districts, they bestow distinct Adjacency Perks that do not increase resource yields for your civilization. For instance, building a city next to a water source boosts the City Center’s Housing, Diplomatic Quarters lower the Spy level of neighboring districts, Preserves enhance the appeal of surrounding tiles, and so forth.
In order to ensure success in your city-building endeavors, it’s crucial to thoughtfully select the location for your founding city and strategize ways to capitalize on Adjacency Bonuses for upcoming Districts. For instance, if you establish a city near the Ocean with abundant Sea Resources nearby, your future Harbor district will generate a substantial amount of Gold. If your city is surrounded by Rainforests and Mountains, it would be advantageous to construct a Campus promptly to leverage these natural features and enhance your Science output.
Wonders and Adjacency Bonuses
As a gamer, let me tell you that not only do Wonders offer their unique advantages, but many of them also bestow perks when they’re nestled next to other districts. For instance, having the Pamukkale Natural Wonder in my territory boosts the yields of any district it touches by +2. Similarly, if I place a Campus near the Great Barrier Reef, it receives an additional +2 Science bonus.
If your city is fortunate enough to be established near a potent Natural Wonder that offers an Adjacency Bonus, ensure you maximize its potential by strategically placing the suitable complementary District. To discover the specific Adjacency Benefits it provides, hover over the wonder or consult the Civilopedia for more details.
How To See Civ 6 Adjacency Bonuses
When establishing a district, the city interface will show up and mark tiles within the chosen city’s boundaries as options. The type of district you intend to create determines the highlighted advantages (Adjacency Bonuses). For instance, if you opt for a Theater Square, locations with a Culture adjacency bonus will display a Culture symbol above the tile, indicating the additional Adjacency Bonuses it will receive in that category.
This symbol combines the numbers from neighboring elements into a total, allowing you to quickly identify which squares boast the highest Adjacency Benefits by just looking.
To view the Adjacency Bonuses for every district in your city, simply click on your city and open its screen. The viewpoint will adjust, and you’ll see the yields from each tile in your city. Any districts that produce these yields will show their total yield above the corresponding tile, including all active Adjacency Bonuses.
All District Adjacency Bonuses In Civ 6
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Different districts benefit from unique adjacency bonuses depending on the type of terrain they are built upon – Campuses thrive near Rainforests, while Commercial Hubs prosper by Rivers. Be mindful of the terrain surrounding a city, as strategically placing districts on advantageous tiles can significantly increase the output and productivity of these areas at a faster pace.
Among the 19 unique districts in Civilization 6, I’ve found that seven can grant adjacency bonuses, enhancing their diverse outputs or expanding my city’s accessible resources. Interestingly, three districts bestow benefits onto adjacent districts rather than generating yields themselves (Diplomatic Quarter, Government Plaza, Preserve).
These last nine districts can enhance the overall yield by adding a +1 bonus for each pair of neighboring districts, however, they will not receive any benefits from being adjacent to other districts themselves.
District Name | Possible Adjacency Bonuses |
---|---|
Aerodrome | N / A |
Aqueduct | N / A |
Campus | +1 Science from adjacent Mountain +1 Science from 2x adjacent Rainforests or Districts +2 Science from adjacent Reef, Geothermal Fissure |
Canal | N / A |
City Center | +5 Housing when founded next to a Lake, Oasis, or River +3 Housing if founded next to the Ocean +2 Housing if the city is land-locked |
Commercial Hub | +2 Gold from every adjacent Harbor or River +1 Gold from 2x adjacent Districts |
Dam | N / A |
Diplomatic Quarter | Reduces enemy Spy level when performing operations in adjacent Districts |
Encampment | N / A |
Entertainment Complex | N / A |
Government Plaza | Adds +1 to all yields for adjacent Districts |
Harbor | +1 Gold for adjacent Coastal Resources +1 Gold from 2x adjacent Districts +2 Gold from adjacent City Center |
Holy Site | +1 Faith from adjacent Mountains +1 Faith from 2x adjacent Woods or Districts +2 Faith from any adjacent Natural Wonder |
Industrial Zone | +1 Production from adjacent Quarries, Mines, and Strategic Resources +1 Production for 2x adjacent Districts, Mines, or Lumber Mills +2 Production from adjacent Aqueducts, Canals, and Dams |
Neighborhood | N / A |
Preserve | Adds 1 Appeal to adjacent tiles |
Spaceport | N / A |
Theater Square | +1 Culture from 2x adjacent Districts +2 Culture from adjacent Wonders +2 Culture from adjacent Entertainment Complex or Water Park +2 Culture from adjacent Pamukkale Natural Wonder |
Water Park | N / A |
Unique District Adjacency Bonuses
In the game Civilization VI, various civilizations possess exclusive Districts that take the place of standard ones. The benefits these unique Districts offer can greatly vary compared to their conventional counterparts. For instance, Korea’s Seowon begins with a +4 Science bonus but loses Science for every neighboring district, whereas Gaul’s Oppidum only gains advantages from Quarries and Strategic Resources, while losing all other adjacencies.
When you’re controlling a Civilization with a distinct District, focus on amplifying the benefits from its surrounding areas, as these adjacency bonuses are crucial if you’re aiming for a victory linked to that District’s yield. By optimizing these unique District advantages, you will often find yourself significantly ahead of opponents who need to settle for the standard versions.
Unique District | Replaces | Civ | Adjacency Bonuses |
---|---|---|---|
Acropolis | Theater Square | Greece | +2 Culture from adjacent Entertainment Complex or Water Park districts +1 Culture from adjacent Districts Extra +1 Culture granted to adjacent City Center |
Bath | Aqueduct | Rome | N / A |
Street Carnival | Entertainment Complex | Brazil | Adds 1 Appeal to adjacent tiles |
Copacabana | Water Park | Brazil | Adds 1 Appeal to adjacent tiles |
Cothon | Harbor | Phoenicia | +1 Gold from adjacent Ocean Resources +1 Gold from 2x adjacent Districts +2 Gold from adjacent City Center |
Hansa | Industrial Zone | Germany | +1 Production from all adjacent Resources +1 Production from 2x adjacent Districts +2 Production from adjacent Commercial Hub |
Hippodrome | Entertainment Complex | Byzantine | N / A |
Ikanda | Encampment | Zulu | N / A |
Lavra | Holy Site | Russia | +1 Faith from adjacent Mountains +1 Faith from 2x adjacent Woods or Districts +2 Faith from adjacent Natural Wonders |
Mbanza | Neighborhood | Congo | N / A |
Observatory | Campus | Maya | +1 Science from 2x adjacent Farms and Districts +2 Science from adjacent Plantations |
Oppidum | Industrial Zone | Gaul | +2 Production from adjacent Quarries and Strategic Resources |
Royal Navy Dockyard | Harbor | England | +1 Gold from adjacent Ocean Resources +1 Gold from 2x adjacent Districts +2 Gold when created in a Foreign Continent, and from adjacent City Centers |
Seowon | Campus | Korea | -1 Science for adjacent Districts (base +4 Science) |
Suguba | Commercial Hub | Mali | +1 Gold from 2x adjacent Districts +2 Gold from adjacent River or Holy Site |
Thành | Encampment | Vietnam | +2 Culture from adjacent District Grants Tourism equal to Culture adjacency after discovering Flight |
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2025-01-24 13:04