Sid Meier's Civilization VI

Sid Meier's Civilization VI

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City Placement Guide
By Fangrimarcher
Trying to make a guide to help players including me when making a settlement decision. At the moment focusing on district planning.
   
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Districts
As a general note beware of flood plains/desert the tooltips may not be clear if you can place a district on these tiles. So far people have seen industrial zones/ trajan's baths have problems.

Holy Site - Focus Natural wonders or adjacent mountains/forests
+2 per adjacent natural wonder
+1 per adjacent mountain
+.5 per adjacent forest
+.5 per adjacent district

Campus - Focus Mountains with adjacent rainforests
+1 science per adjacent mountain
+.5 per adjacent district
+.5 per adjacent rainforest

Theatre Square - Focus centralizing in the middle of wonder placements if playing on harder difficulties (damn AI bonuses) just place it in between where you plan other districts will be.
+1 per adjacent wonder
+.5 per adjacent district

Comercial Hub - Focus on rivers and coastlines
+2 gold for an adjacent river
+2 gold for an adjacent harbor/royal navy dockyard
+.5 gold per adjacent district
Look for areas with rivers leading into the sea for extra gold.

Industrial Zone - Focus on long term mine/quarries or central to empire for radiant bonuses
+1 production per adjacent mine/quarry
+.5 production per adjacent district
When upgraded radiates +3 to + 7 production to cities withing 6 tiles
Either by bonus resources or hilly terrain should anticipate future mines for best results

Harbor - Focus on coastal resources or amplifying a commercial hub (2 resources = hub bonus)
Must be built in coast or lake adjacent to land
+1 gold per adjacent coastal resource
+.5 gold per adjacent district tile
Provides production equal to gold adjacency when upgraded with seaport
Remember the synergies of harbors and comercial hubs.

Aqueduct - can be a pain if you don't pay attention to where the freshwater will come from connecting to your city
Requires placement next to city center and freshwater tile/mountain tile

Encampment - Try to create a deathtrap by spacing the encampent and city to support each other.
Can not be placed next to City Center

Neighborhood - Plan for appeal like beach locations wonders or natural parks
Housing based on appeal of tile

Entertainment Complex - Try to place central to your empire for radiant bonuses.
No restrictions but will give +1 to +3 ameneties within 6 tiles when upgraded

Aerodrome - Good for airlifting and necessary for an airforce. Try to avoid coastlines and neighborhoods to minimize the appeal penalty impact.
Lowers appeal of surrounding tiles (Thanks Lobstrosity)
Can not be built on hills
Military Engineer can build airfields if you want to extend range without using a district.
Appeal
Appeal is used for neighborhoods, seaside resorts, and national parks.
Can plan ahead for the north south facing diamond national park if you find some nice appeal areas. This can be used as an alternative/supplement to an entertainment district. Especially convenient if mountains are used.
Neighberhoods can also be planned if you have that kind of late game foresight. This may be easier if you plan your other districts and wonders.
- +2 per adjacent natural wonder
- +1 per adjacent woods, mountain, coast, oasis
- +1 per adjacent wonder, entertainment district, holy site, theatre square
- +1 if on a river or lake tile.
- -1 per adjacent industrial zone, encampent, airport, spaceport
- -1 per adjacent rainforest, marsh, floodplain
- -1 per adjacent pillaged tile.
Examples
Campus

As we can see here there is a great spot surrounded by 4 mountains thats a no brainer. The +3 location has 2 mountains and 3 districts which contribute 2 for the mountains and 1 for the districts. If the sheep were replaced with another district it would be bumped to a +4 as well.


Commercial Hub

There is a +5 location that is next to a coast (harbor) and a river giving a +4. The city center and industrial zone give it another +1. Also notice the tundra tile next to this spot giving a projected +2 from the harbor.
37 Comments
CRONighttrain Nov 15, 2020 @ 5:56pm 
Uses sprite from a game no one has heard about (sid meier's civilization beyond earth) to make great guide
DerEider Dec 8, 2016 @ 5:36am 
@Wafik and @ILOVEJETTROOPER, basically 1 civilian works per tile is the rule, except that certain Districts {which occupy a single tile} may enable more than a single civilian to work in that District. :steamsalty:
DerEider Dec 8, 2016 @ 5:06am 
Edit of city names was omitted. May be added in an update.
camomilk Nov 2, 2016 @ 4:47pm 
Also note that Japan's unique ability increases the district adjacency bonus. (I'm loving my Japan game!)
Sourceologist Nov 2, 2016 @ 3:16pm 
Does any of this need to be updated? I thought Civlopedia was bugged on launch for w/e reason.
BladeSe7en [ICON_RESOURCE_FURS] Nov 2, 2016 @ 10:58am 
Could you please clarify on the individual zone regional bonuses. Do the bonuses apply from six tiles of the IZ or the city center? Also same thing with the adjacent city. Will the city get the bonus if the city center is within six tiles or is it only applied from IZ to IZ
Stevepunk Nov 2, 2016 @ 1:43am 
Do the production and entertainment bonuses stack? eg. If you ICS every 4 tiles.
UncleElias Nov 1, 2016 @ 2:26pm 
Brzrkr Nov 1, 2016 @ 12:50pm 
Note that rainforests, mines/quarries and encampments also reduce the appeal of nearby tiles, you might want to mention that.
Lyrin Oct 26, 2016 @ 9:45pm 
@Dray Prescot Aside from neighborhoods, cities can only have one of each district. You can build unlimited neighborhoods although you likely wouldn't want to. It is possible to cluster districts from adjacent cities together, which might be helpful.