Sid Meier's Civilization VI

Sid Meier's Civilization VI

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SimpleSiren Feb 15, 2019 @ 1:54pm
Settler - No Water
When Tile is gray what does that actually mean and how does it affect things?
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Showing 1-8 of 8 comments
JUMP'NSHOOTMAN Feb 15, 2019 @ 1:59pm 
I'm just going to post this, since housing can take a while to explain fully.

https://civilization.fandom.com/wiki/Housing_(Civ6)
kbmodigity (Banned) Feb 15, 2019 @ 2:04pm 
If a city you settle is not adjacent to water it gets no housing bonus. If is coastal water I believe you get +2 housing. If it is fresh water like a lake or river you get +5 housing. I find this is crucial in all games. I will not settle a city unless it has fresh water because the city simply will not grow.

Later in the game you can get things that can give you housing to compensate. Aquaducts give +2 housing but need to be adjacent to the city center and connect to fresh water. Sewers give +2 housing. Neiborhoods give +5 housing I believe.

Even if you have access to those buildings I still would suggest always settling next to fresh water.

When I say adjacent I mean that the city center MUST be right next to the water, having it within your borders does nothing.
Synavix Feb 15, 2019 @ 2:04pm 
It affects your city's housing capacity. All cities start with a default of 2 housing. If they have access to the coast they get +1 for a total of 3, and if they have access to fresh water they get +3 for a total of 5 starting out. Later on you can build an aqueduct if there is a free tile in between your city and a source of fresh water (lake or river, but also a mountain counts for aqueducts only). There's a bunch of other things that add housing (granaries, farms, plantations, sewers, etc) but none of them rely on water.

A city's housing capacity acts like a soft cap on how large the population can grow. If you are at least 2 population below your housing capacity you receive full benefit from your growth (food) yields. When you are only 1 below your housing capacity you grow at only 50%, and once you hit your housing limit or go over you only grow at 25% speed. Once you hit 5 population over your housing limit you stop growing entirely.
SimpleSiren Feb 15, 2019 @ 2:11pm 
Thanks all
To shorten things, don't settle your early cities anywhere but near some form of water. Otherwise nothing will happen there 'till the end game or you have mods. You could also set up a ♥♥♥♥ load of farms and use those for added housing but the fact still stands.
Viper Feb 15, 2019 @ 2:27pm 
SO it basically effects you ability to expand. Your cap on population.
Paulytnz Feb 15, 2019 @ 2:31pm 
Just to clarify:

Next to a River/Oasis = +3 Housing (5 Total)
Next to a Coast = +1 Housing (3 Total)

Next to zero of these = zero bonus and starts with just 2 Housing.

Placing an Aqueduct gives more but that can be confusing at first how much it gives, but it works like this:

If your city did not start next to a River or Coast but can build an Aqueduct to a River or Mountain it will simply be brought up to a total of 6 Housing.

A City Next to a Coast will also be brought up to 6.

The River is the winner, +2 so that's a total of 7 Housing.

I just build them if I can because I have OCD lol.

EDIT - If you build next to a Coast and River you wont get both, you will just get the River bonus. Obviously tho it's still better to do so because then you can also build a Watermill.
Last edited by Paulytnz; Feb 15, 2019 @ 2:38pm
SimpleSiren Feb 15, 2019 @ 9:14pm 
Again thanks all
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Date Posted: Feb 15, 2019 @ 1:54pm
Posts: 8