If a tile isn't worked by a Citizen, its yield goes to waste, no matter how high it is. They will occupy the tiles around their city, working them and thus granting the city the yields these tiles currently have. Always aim to ensure plenty of Food surplus, along with continuously increasing Housing, and your city will grow steadily and become more and more useful.Īs in previous games, the Citizens of a city also act as the basic workforce of your empire. You can always find a detailed description of all factors affecting population growth in the first City Details screen, along with practical advice on how to accelerate growth. To summarize: the final growth factor of a city's population depends not only on Food (as in previous games), but also on Housing and available Amenities. (Attacks over river still suffer the corresponding penalty.) This is valid even before the Classical Era, when Bridges are added to normal Roads. Cities next to rivers will gain bridges across those rivers, which means a unit moving into and out of the City Center does not suffer a river crossing penalty in its movement points. The City Center, like other districts, comes with a road.The City Center tile is always worked and does not require any citizen to produce yields.(Certain age effects may modify the initial Population.). The initial Population of the new city is 1 by default.The final yield will be 2 Food, 2 Production and 1 Faith. Founding a city on Tundra tiles as Russia (no matter Flat or Hill) will add the yield to 2 Food and 1 Production first, then add 1 Production and 1 Faith over it. Russia's ability makes all Tundra tiles (with a basic yield of 1 Food, and +1 Production for Hills) have +1 Production and +1 Faith.Suppose there is an Incense resource there - it will add an additional 1 Faith to the tile yield, while also 1 count of Incense is added to the empire. In another example, flat Desert has no yield whatsoever settling a city there, however, will increase that tile's yield to 2 Food, 1 Production.Founding a city on a Plains Hills tile will add 1 Food to the tile, resulting in the City Center having 2 Food and 2 Production. For example, Plains Hills have a native yield of 1 Food and 2 Production.Also, strategic and luxury resources are automatically accessed by the new City Center. Resources (all types) remain on the tile their bonus yields continue to apply, if they bring the tile's Food or Production above 2 (or if they are other yield types).Note also that any yields previously added to the base terrain (by Wonders, Disasters or anything else) remain, making the tile more valuable! Plains Hills add an additional point of Production (but Hills on other terrain won't). The yield of the tile occupied by the City Center is increased to 2 Food and 1 Production if either was previously lower (before any bonus yields are applied).Note that the feature is removed, not harvested, and you won't receive any lump yields. Any removable terrain feature on the tile ( Rainforest, Marsh, Woods) will be removed even if you don't have the necessary technology.Any Barbarian Outpost on a claimed tile is destroyed (although any barbarian units within range will remain) any Tribal Village is activated and its benefit received.If any of these tiles are already owned by another civilization or city-state, the closest neutral tiles within 3 hexes of the new City Center are claimed instead. Upon settling, the six tiles adjacent to the new City Center are claimed by the city's owner.When the "Found City" ability of the Settler is activated, the City Center of the new city is placed on the tile the Settler previously occupied. The Settler Lens See Lens (Civ6) Effects of Settling If there is a body of water in between the two City Centers (i.e., if one City Center is on a different landmass), this distance requirement drops to 3 hexes (2 hexes between, so that the innermost ring of both cities cannot overlap).Normally, a city must be at least 4 hexes away from any other City Center (3 hexes between any two City Centers).The player will gain use of that resource (if it is strategic or luxury) and the resource's bonus yields. Cities may be founded on top of resources.Cities cannot be founded on natural wonder tiles, even if they are passable.You can found cities on terrain features (all but Oasis), although most of these will be removed on foundation. Cities must be founded on land, on a valid, passable tile.Unlike previous Civilization games, the names of cities settled after the Capital are now chosen randomly from a list rather than in a specific order. Each Settler may found one city and is consumed in the process. A Settler is required to found a new city.
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