城市(city)是一个文明的建筑基础。它可以为市民提供住房,提升科技、文化、信仰和其他数据点数,扩张领土,并且生产任何文明所需要的东西。

城市是科技文化发展的中心,也是军队的堡垒。如果没有实力强大、位置理想的城市,玩家不可能取得胜利。

在游戏《文明6》中,城市和以前的版本有着明显的区别。如今城市由一个市中心——即建立城市的地格——和建立在其周围、名为“区域”的部分组成。因此,一个城市的范围可以扩展至很远,甚至水面!

建立城市

为了建立新城市,玩家需要一个开拓者单位。每个开拓者能建立1个城市,在建立后单位便会消失。

城市必须建立在地面(在文明VI中没有水上城市)那些可以使用的地格上。城市可以建立在资源上:玩家可以利用这种资源(战略资源奢侈资源),并且资源也会继续为市中心加成。建城后,任何可以被移除的地貌,比如森林,都将会被自动移除(就算当时并没有所需要的科技也会被移除)。

城市与城市(市中心)之前的距离要大于4格,包括与城邦的距离。特定的开拓者视角可以帮助玩家决定建立城市的最优地块:红色地块意味着与周边城市距离过近,不可以在此建城。其它颜色则与水供应有关:深绿色意味着此地接近淡水,浅绿色意味着此地接近沿海水域,灰色意味着没有水。玩家最好在城市建立在深绿色的地块上,除非有更加吸引人的战略原因。如何选择更合适建城的地点,可查看本文最末的“哪里可以建立城市”。

当激活开拓者“建立城市”的功能后,一个有着1个市民 icon.png市民新城就在此建立,并且周围的地块便成为了你的领土。如果这里有蛮族哨站,也会被即刻摧毁(不过蛮族仍会存在并对玩家进行攻击)。此外,玩家还能从领土范围内的部落村庄得到相应的加成。

城市的产量可能会有改变,但至少要保证有2点食物 icon.png食物和1点生产力 icon.png产能。如果城市坐落在平原丘陵上,那么城市则有1点生产力 icon.png产能加成(平原丘陵的原生产力 icon.png产能为2);注意,草原丘陵没有这个加成(原生产力 icon.png产能为1)。如果地格下面有任何资源,那么相关的加成产能也会叠加。总的来说,每个市中心都会建造道路,如果道路穿过河流的话,那么道路便会变成小桥,意味着单位穿过河流时行动点数不会受到影响;进入古典时代前玩家就可以建造桥梁。

城市建设

城市包含着帝国的所有人口,在游戏中被称为公民 icon.png公民。公民基本都是从1开始增长,增长速度由住房和食物而定。城市的大小决定着工人的总数,只有人数在到达一定的要求后才可以建立额外的区域。

食物

与之前的游戏一样,人口增长的关键因素是食物 icon.png食物。除此之外,新版本还增加了其它决定人口增长、城市扩大的因素。如果一个城市的食物过剩,那么人口便会慢慢增长,而食物短缺会导致人口减少。这也是为何要选在食物资源丰富的地块建立城市——城市增长会更加迅速。

住房

影响城市增长的另一个因素就是“住房”,这是《文明VI》里的新概念,代表着城市的居民和基础卫生建设,为城市的人口容量定出上限。在一开始,住房的上限很大程度上取决于淡水,淡水不仅能决定住房,还能大大增进城市人口的发展;建在海岸的城市也会得到额外的住房加成。但是随着城市扩大,住房的发展就取决于地块的改良设施、建筑和区域了。

除了食物之外,住房是另一种限定人口增长的制约条件。一个接近或达到住房上限的城市(距离上限仅有1人之差),会受到人口增速-50%的惩罚;超过住房上限后,就算食物充足,人口增速依旧会降低75%。当城市人口超过住房上限2点时,人口便会停止增长。

  • 在掌握Pottery icon.png制陶术后,很多建筑都能提供额外的住房:
建筑住房住房 icon.png描述
Sewer icon.png 下水道 2
Madrasa icon.png 伊斯兰学校 1 阿拉伯特色建筑。加成 信仰值 icon.png 信仰值和学院区的相邻加成相等。
Barracks icon.png 兵营 1 在该城市训练的所有近战和远程陆地单位战斗经验值+25%。  不能建造在已有马厩的军营区域。
Military Academy icon.png 军事学院 1 在该城市训练的所有陆地单位+25%战斗经验值。加快军团和军队训练。
University icon.png 大学 1
Pagoda icon.png 宝塔(建筑) 1
Palace icon.png 宫殿 1
Seaport icon.png 海港 1 加快舰队和无敌舰队的训练。在该城市训练的所有海军单位+25%战斗经验值。
Lighthouse icon.png 灯塔 1 在该城市训练的所有海军单位+25%战斗经验值。
Basilikoi Paides icon.png 皇家学堂 1 马其顿特色建筑。该城中训练的陆地近战、远程单位和伙友骑兵战斗经验值+25%。非平民单位在此城中创建时,获得等同于单位花费25%的 科技值 icon.png 科技值。
无法建造在已拥有马厩的营地区域中。
Granary icon.png 粮仓 2
Stable icon.png 马厩 1 在该城市训练的所有装甲兵单位+25%战斗经验值。不能建在已有兵营的军营区域。
  • 每个Farm icon.png农场Pasture icon.png牧场Encampment icon.png军营都能够促进住房——每两个上述的改良设施都会增加1点住房。在能够建立Neighborhood icon.png社区工业时代到来前,将居民安置在这些地方能够提升人口。

宜居

城市的宜居 icon.png宜居也会影响到人口增长:宜居的建筑越多,人口增长越快。但实际上,促进人口持续增长的主要阴虚还是食物 icon.png食物住房 icon.png住房

人口增长

所以说,一个城市的人口增长不仅依靠食物,在新版本中还要依靠住房和宜居。玩家可以在“城市详情”里查看详情。

居民变身劳动力

和之前的版本一样,一个城市的居民也是帝国里最基础的劳动力。他们会在城市内的地块上工作,并产出各种资源、提供加成。一个地块上没有居民就没有产出。在《文明VI》中没有进行改良的地块外表就有明显不同,玩家很容易就能识别出来。

值得注意的是,区域地块(那些城市里建设为区域的地块]])最初并不能直接在上面进行改良。建造了特定的建筑后才,区域便和其它地块一样有了居民格。区别在于区域上的居民被认为是专家,会提供专家的产出,产出内容根据区域不同而变化,并且不受地块的其他产出影响。比如,一个在圣地区工作的人会产出6点信仰值 icon.png,而在剧院广场工作的专家会产出6点文化值 icon.png。和之前版本不同的是,专家并不会提升伟人点数。注意,一个地区最多只会有3个专家格,意味着同时只能指派3个居民 icon.png居民。

居民不能到奇观地块工作。

要正确运用居民,在不同的游戏阶段给他们指派不同的任务,这可能是游戏中最重要的一个微小决策。玩家必须要考虑清楚现阶段你的帝国和城市最需要的是什么,然后依次指派居民。此外,玩家还可以在城市信息窗口内选择城市发展的重点——产能、食物——之后游戏便会自动指派居民 icon.png居民来完成相应的指令。

城市产能

在《文明VI》中,城市会有一个生产队列(一个城市每轮只能建造一个建筑),不过,生产不会只集中在市中心——如今很多区域也可以作为专家生产的中心了!比如,在玩家建立军营区后,城市里地面军事单位的产能便会移至军营,而不是市中心(除非军营已经有了同种单位,那么新单位将会出现在市中心)。港口飞机场同理,跟别为海军和空军的基地。不过居民和支援单位的出现地点永远是在市中心。

很多情况下,城市里的某个特定单位的产能只有在建立了相应的区域后才会实现。比如空军单位,需要飞机场作为前提;宗教单位,玩家只有在建立了圣堂后才能购买。此外,一些特殊的居民单位只会在相应的特定区域出现。比如考古学家只会在有考古博物馆剧院广场出现。

当然,大多数建筑只能在特定区域建造;有些甚至需要其它建筑作为前提。比如,大学建造的前提是图书馆的存在。用6个金币 icon.png或6点信仰值 icon.png购买建筑也要遵循这个原则。

军事单位生产力 icon.png建造成本是固定的,不过随着时代发展,时代越先进生产力 icon.png建造成本会越高,支援单位也是如此。但是居民单位生产力 icon.png建造成本会成比例增加,这意味着在游戏后期建立的开拓者生产力 icon.png建造成本要比前期花费更高。不过抓获其它文明的居民不会增加生产力 icon.png建造成本。

在游戏中,建筑奇观生产力 icon.png建造成本不变。但是,区域生产力 icon.png建造成本会有所变化,详细可参考:区域

购买

Purchasing is the ability to spend an accumulated resource (模板:Gold6 or 模板:Faith6) to acquire instantly something in a city. Purchasing by either 模板:Gold6 or 模板:Faith6 has its own tabs, along with the Production queue. You may Purchase instantly two types of game elements:

  • Buildings, from the City Center or any District, as long as they are unlocked (have their requirements fulfilled). Districts may not be Purchased. Buildings are usually Purchased with 模板:Gold6, unless they are Religious buildings (such as the Temple), in which case they may also be Purchased with 模板:Faith6. The only buildings that can't be Purchased at all are City defenses (such as the Ancient Walls) and, of course, Wonders. Purchased buildings appear in the relevant District right away, and start functioning.
  • Units. Most units may be Purchased with 模板:Gold6, with the exception of some special units such as the Spy. Some units may only be Purchased with 模板:Faith6: this includes the three types of Religious units, and the Naturalist. If you are in the Theocracy government, you may also Purchase military units with 模板:Faith6. Note that the cost of Purchasing Civilian units goes up with each unit Purchased, following the same scaling rules as with Producing them (this is valid for both gold and faith purchases)! So, as the game progresses and you keep Purchasing or Producing a certain type of unit (for example, a Builder), its cost will rise far above its Base value.

In general, the 模板:Gold6 cost of an item is 4x its current 模板:Production6 cost, while the 模板:Faith6 cost is 2x the 模板:Production6. Discounts to 模板:Production6 costs applied by gameplay elements (such as Policies) do not affect the Purchasing costs. Note that in cities with Military Academy or Seaport you can also purchase Units as Armies/ Fleets, etc. however, their cost will be double the normal cost for Corps/Fleet, and triple for Army/Armada. In this case it is cheaper to Produce the units, since their 模板:Production6 cost receives a discount from the above-mentioned buildings, and comes out as less than double/triple.

Note that, in the case of unit purchases, the place where the unit will appear needs to be 'free' - that is, no other unit of the same type may be present there. So, for example, if you have a Builder in the City Center, and you try to Purchase another one, or a Settler (which is again a Civilian type of unit), you will be told that you can't do it. The same is valid for Military units, although they may have the additional option of appearing in an Encampment District.

Projects

The final type of production in a city are Projects - conceptual undertakings, which use the city production system, but don't pop up physical things, such as units or buildings. Instead, they provide different benefits!

Along with the usual Projects, related to the Space Race, or to developing nuclear capabilities, Civilization VI introduces a number of regular Projects, such as Holy Site Prayers, which are related to the Specialty Districts, and may only be undertaken if the city has these districts. These Projects run for a set number of turns, and when finished produce a large amount of some stats, and usually some specific Great Person points.

Territorial Expansion

As in previous games, every city pushes your empire's territorial boundaries. At foundation, it annexes all tiles surrounding the City Center (which are still free). Further expansion is again controlled by the amount of 模板:Culture6 the city produces. Note that, barring exceptional circumstances, even newly founded cities now produce a small amount of 模板:Culture6 from their 模板:Citizen6 Population, and will thus grow their borders eventually.

You can visualize the next tile the city's territory will grow to by activating either the Citizen assignment, or the Tile Purchase option of the city command tab. The tile will be displayed in purple, and the number in it will show in how many turns the growth will occur.

Tiles may also be purchased with 模板:Gold6. This is now done straight from the city options on the main screen. You may purchase any tile which is found right next to the current boundaries of the city; the farther the tile is from a City Center, the more expensive it is. Unlike in Civilization V, Resources don't seem to affect the price of tiles. Again, you may only purchase tiles up to three away from any City Center - further tiles may only be annexed via normal Cultural expansion.

City Defenses

Being a civilization's main manifestation, a city is always a target for military action. That's why it's also important to consider how a city can defend itself from enemies.

In Civilization VI early cities are quite weak, because they lack any defensive structures. Unlike in previous games, without defensive structures a city cannot use a Ranged Attack to damage invaders. It will still damage attacking units in retaliation to melee attacks, though.

But there are additional vulnerabilities to cities in Civilization VI: because their districts are now physically located on other tiles, cities may now become severely crippled by invading armies, even if they don't attack the City Center. Invaders now are able to pillage nearby districts, crippling other aspects of the city production, and setting an empire back even without taking its territory. Each time a Pillage action is triggered on a District tile, one Building in this district will be disabled; if there are no functioning buildings left, the District itself is disabled! Disabled buildings and districts have to be Repaired, using a special action in the city's Production queue. Repairing a whole District is quite expensive, while individual buildings take less time to fix.

For more information on city combat, head here.

Where to Construct Cities

Cities should be constructed in locations with plenty of 食物 icon.png and 模板:Production6 and with access to Strategic, Luxury, and Bonus . It is often a good idea to build a city on a or coastal hex, as sources of water are very important to a growing Population. Cities constructed on gain a defensive bonus, making it harder for enemies to capture them.

The exact location of the City Center shouldn't consider yields, just strategic access (and eventually, whether there is a Resources on it). This is because of the change in yield the city forces on the tile. In fact, the best possible yield for a City Center without a Resource on it is 2 食物 icon.png, 2 模板:Production6, and this may only be obtained by settling on a Hill in Plains. For any other terrain, the yield will be 2 食物 icon.png, 1 模板:Production6, even in Desert or Snow. In fact, you may find it worthwhile settling in such inhospitable terrain, as long as nearby tiles have better yields! This way you will practically force a tile without yield to acquire one, and still preserve better tiles for use by your 模板:Citizen6 Citizens. Normally, you should also leave tiles with Resources to be outside the center, because later you can build Improvements there and increase the yield. Settle on top of resources just in extreme cases, when other strategic factors warrant it.

Cities built on a Coastal tile will be able to build ships, once you've researched the right technologies. Cities built within 2 tiles of Coastal water, or a Lake, will be able to construct a Harbor District (once their borders have grown to the water tile), and then they too may build ships. Any civilization which wishes to develop seafaring must have at least one city with conditions to build ships.Civilizations which have special sea-oriented Abilities, such as the Norwegian and English should consider settling cities on the Coast a priority.

With a Settler icon.png selected, ideal city locations will be shown on the map with an icon. Additionally, every Settler will show the Settler Lens (for the first settler, you can activate it with the filter button on the top of the minimap), giving you an idea of where on the map will provide the best source of water for your city, and indicating unavailable tiles.

Choosing the exact location for a city is actually so complex that it almost amounts to an art. With all of the above recommendations, there are still a ton of other factors to consider: location in respect to your other cities, in respect with rival civilizations, nearness of Resources, etc. etc. It is only after you acquire experience playing the game that you will be able to place your cities in the best locations strategically.

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