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Sid Meier's Civilization VI Game Guide by gamepressure.com

Sid Meier's Civilization VI Game Guide

Table of Contents

Civilization 6: City Center - bonuses, buildings Civilization VI Game Guide

Last update: 13 March 2022

The chapter below of Civilization 6 game guide is dedicated to the City Center. Here, you'll find detailed information on the benefits resulting from the district, as well as on the available buildings and projects. You'll learn about buildings and projects available for each district.

Domestic trade - Civilization 6: City Center - bonuses, buildings - Infrastructure - Sid Meiers Civilization VI Game Guide

Bonuses

Domestic trade

+1 food ; +1 production

International trade

+3 gold

Other

Aircraft capacity: 1

The City Center is created when establishing a city, and is its central point, from which you can manage every action which you undertake in every area of the city. As every District, City Center can be upgraded through various buildings that usually give a certain bonus for the given city. Regardless of the endured losses and damages around the city, as long as you control the city center, you control the whole city. Remember that the location of the center determines the development of the whole settlement, so make sure you establish it near a source of fresh water. In Civilization VI, the city development takes place outside of the center, so you won't spend much time developing it, outside of building upgrades.

Buildings

Below is the list of the available buildings with the information on their cost, income, and civic bonuses:

Palace

Cost

Income

City Bonuses

1 production point

+1 Culture

+5 Gold

+2 Production and Science

+1 Housing

+1 Amenity

The location of the palace determines the capital city of each civilization. Basically, Palace will be located in the first city that you've established, however if it has been captured or destroyed, the Palace will be automatically moved to your next city. The building gives basic bonuses to various growth factors, which are every useful in the early game. As can be gathered, all players receive access to the same values, so this is not a real advantage. Once you establish the capital, the game starts for real.

Monument

Cost

Income

60 Production

+2 Culture

Not a serious bonus, but it's very useful in the early game. Between researching first technologies, and recruiting your first scout unit, you can live a little and build a Monument. If you are aiming for a cultural victory, a Monument is invaluable, but as for every other type of victory, you can build it to reduce the time necessary for researching new technologies.

Granary

Cost

Income

City Bonuses

65 Production

+1 Food

+2 Housing

The granary doesn't give a serious bonus to Food, and probably any of the remaining upgrades will result in a bigger profit, but the real value lies in two housing areas. The said building can save you from a tough situation where the city has taken over all housing areas from upgrades, and its growth has come to a halt. However, take notice that this is a temporary solution, but if the city is located in an area where resources are scarce, it will surely be handy.

Water Mill

Cost

Income

Additional Rewards

80 Production

+2 Production

+2 Food

+1 Food if by Rice and Wheat sources

Only for Centers located by a river

A very important building which can be built only if the city is located near a river. The awarded bonus is especially useful if you control the resources described in the table, but even the basic bonus makes the building number one in terms of usefulness in the early phase of the game.

Sewer

Cost

Maintenance

City Bonuses

405 Production

2 gold

+2 Housing

A very costly sewer system will net you a backup bonus to Housing. This upgrade the building has maintenance costs, so build it only when the free Housing sources are depleted.

Walls

Building and Cost

Maintenance

City Bonuses

Ancient Walls

80 Production

1 Gold

+50 Outer Defense

Medieval Walls

225 Production

1 Gold

+50 Outer Defense

Renaissance Walls

305 Production

1 Gold

+50 Outer Defense

The bonuses shown in this table are connected with modernizing walls for further eras. The costs of the upkeep of the defense area, which increases with each next upgrade. However, remember that the defense walls are one of the most important factors that allows countering an invader. Thanks to them, the time necessary to take over a city increases immensely, which raises the cost of the war for the enemy and forces him to cease further hostilities. The important thing is have a ranged unit by the walls, which will reduce the aggressors' strength.

Project - Repairing City Walls

During a siege, the condition of walls deteriorates seriously. If a wall structure hasn't been completely destroyed, you can repair them using a special project. Remember that the project is only available when the city isn't attacked for at least three turns, so first repel the aggressor to be able to rebuild them. You should always invest in the project, especially when you are at war. Thanks to this you'll avoid paying the price for rebuilding defense walls, and dangers that may result from it.

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