Civilization can be a complicated strategy game for new players to get into, and even long-time fans of the series may find some mechanics in newer games confusing. One mechanic that's important to understand in Civ 6 is Adjacency Bonuses, which go hand-in-hand with the way Districts work in Civ 6.
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Adjacency Bonuses contribute enormously to the yields of your civilization – if you can harness them properly when building new Districts. This guide explains the basics of the Civ 6 Adjacency Bonus system, offers suggestions on what to keep in mind when you build Districts, and provides an overview of every District Adjacency Bonus (and all Unique District bonus) in Civ 6.
What Are Adjacency Bonuses In Civilization VI?
In Civ 6, Adjacency Bonuses are conferred onto Districts and other city tiles that improve their yields. Adjacency Bonuses in Civ 6 can come from a huge variety of terrain types and tiles, but as the name of this mechanic implies, you can only get Adjacency Bonuses from the six tiles that immediately surround a particular District.
One of the first Districts that players go for in a Religious Victory strategy, for example, is the Holy Site (or Lavra, if you are playing as Russia). Holy Sites grant an innate +2 Faith to your civilization on construction, but if you build it next to a Mountain, a Natural Wonder, or 2x other Districts or unimproved Woods tiles, you will get even more Faith.
This applies to all Yield-producing Districts: the Campus (Science), Commercial Hub and Harbor (Gold), Holy Site (Faith), Industrial Zone (Production), and Theater Square (Culture).
But other Districts can confer unique Adjacency Bonuses that don't add Yields to your civ. The City Center gets extra Housing if you found a city next to a water source, Diplomatic Quarters reduce enemy Spy level in adjacent Districts, Preserves grant Appeal to adjacent tiles, and so on.
It's important to pay very careful attention to your founding city location and consider how you can maximize Adjacency Bonuses for your planned Districts in the future. If you found a city next to the Ocean with a lot of Sea Resources nearby, your future Harbor district will make a ton of Gold. If you're surrounded by Rainforests and Mountains, you might want to build a Campus quickly to take advantage of them and boost your Science.
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Wonders and Adjacency Bonuses
Many Wonders confer Adjacency Bonuses, too. For example, the Pamukkale Natural Wonder grants +2 to the yields of any adjacent District, while the Great Barrier Reef grants +2 Science to adjacent Campuses.
If you are lucky enough to found a city near a powerful Adjacency Bonus Natural Wonder, make sure to take advantage of it with the correct synergistic District. Hover over the wonder (or look it up in the Civlopedia) if you want to find out what Adjacency Bonuses it will confer.
How To See Civ 6 Adjacency Bonuses
When you construct a District, the City screen will appear and highlight available tiles within the selected city's limits. Depending on which District you plan to build, different Adjacency Bonuses will be highlighted. For example, if you want to build a Theater Square, locations with a Culture adjacency bonus will have a Culture icon above the tile that indicates the total Adjacency Bonuses it will receive.
This icon adds together all adjacent sources into a single number, which makes it easier to tell which tiles have the best Adjacency Bonuses at a glance.
If you want to see your Adjacency Bonuses for all of the Districts in your city, s imply click the city and open up the City screen. The perspective will shift and highlight the yields of each tile in your city. Any Districts that produce these yields will display their total Yield above the tile, including all active Adjacency Bonuses.
All District Adjacency Bonuses In Civ 6
Different Districts gain Adjacency Bonuses from different types of terrain – Campuses get bonuses from Rainforests, while Commercial Hubs gain bonuses from Rivers. It's important to take note of the terrain surrounding a city and plan around taking advantage of tiles that will boost the yields of these Districts to ramp up your yields and production faster.
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Of the 19 basic Districts in Civ 6, Adjacency Bonuses can be conferred onto seven, improving their various yields or upgrading your city's available resources. Three Districts confer bonuses to adjacent Districts instead of producing yields (Diplomatic Quarter, Government Plaza, Preserve).
The remaining 9 Districts can be placed to contribute to the standard +1 bonus to yields for every 2x adjacent Districts, but they do not gain Adjacency Bonuses 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 |
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Unique District Adjacency Bonuses
Many Civs in Civ 6 come with unique Districts that replace a standard District. The Adjacency Bonuses for these unique Districts can be wildly different from the standard version – Korea's Seowon, for example, starts with +4 Science but loses Science for every adjacent District, while Gaul's Oppidum only gains Adjacency Bonuses from Quarries and Strategic Resources, but forfeits all other Adjacencies.
If you are playing as a Civ with a unique District, and are going for a victory involving that District's yield, pay extra special attention to the Adjacency Bonuses they will get. If you can maximize these unique District bonuses, you will usually be far ahead of other players who have to use the standard version.
|
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 |
Sid Meier's Civilization 6
- Released
- October 21, 2016