About: Harbor (Civ6)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Harbor is a specialty district in Civilization VI focused on naval power and maritime trade. It requires Celestial Navigation and must be built on the coast. * Effects: * Receives Major Bonus (+2 File:Civ6Gold.png Gold) for being adjacent to the City Center, Standard Bonus (+1 File:Civ6Gold.png Gold) per each adjacent Sea resource; Minor bonus (+0.5 File:Civ6Gold.png Gold) per each adjacent District * +1 Image:Admiral6.png Great Admiral point per turn * Adds 1 File:TradeRoute6.png Trade Route capacity, if city has no Commercial Hub * Allows for sea lane File:TradeRoute6.png Trade Route (even if the district is still under construction) * Allows its parent city to build ships, even if the City Center is inland * Newly built ships will spawn at the Harbor tile (

AttributesValues
rdfs:label
  • Harbor (Civ6)
rdfs:comment
  • The Harbor is a specialty district in Civilization VI focused on naval power and maritime trade. It requires Celestial Navigation and must be built on the coast. * Effects: * Receives Major Bonus (+2 File:Civ6Gold.png Gold) for being adjacent to the City Center, Standard Bonus (+1 File:Civ6Gold.png Gold) per each adjacent Sea resource; Minor bonus (+0.5 File:Civ6Gold.png Gold) per each adjacent District * +1 Image:Admiral6.png Great Admiral point per turn * Adds 1 File:TradeRoute6.png Trade Route capacity, if city has no Commercial Hub * Allows for sea lane File:TradeRoute6.png Trade Route (even if the district is still under construction) * Allows its parent city to build ships, even if the City Center is inland * Newly built ships will spawn at the Harbor tile (
dbkwik:civilizatio...iPageUsesTemplate
Note
  • +1 Trade Route capacity.
  • Must be built on Coast or Lake Terrain adjacent to land.
production cost
  • 54(xsd:integer)
advance required
  • Celestial Navigation
unlocks buildings
  • Lighthouse, Shipyard, Seaport
citizen yields (per citizen)
  • +1
  • +2
great person points
  • +1 point per turn.
adjacency bonus
  • +1 from every 2 adjacent tiles.
  • +1 from each adjacent coastal resource.
abstract
  • The Harbor is a specialty district in Civilization VI focused on naval power and maritime trade. It requires Celestial Navigation and must be built on the coast. * Effects: * Receives Major Bonus (+2 File:Civ6Gold.png Gold) for being adjacent to the City Center, Standard Bonus (+1 File:Civ6Gold.png Gold) per each adjacent Sea resource; Minor bonus (+0.5 File:Civ6Gold.png Gold) per each adjacent District * +1 Image:Admiral6.png Great Admiral point per turn * Adds 1 File:TradeRoute6.png Trade Route capacity, if city has no Commercial Hub * Allows for sea lane File:TradeRoute6.png Trade Route (even if the district is still under construction) * Allows its parent city to build ships, even if the City Center is inland * Newly built ships will spawn at the Harbor tile (as long as the Harbor tile is unoccupied. * Removes movement penalties for units Embarking to and from its tile (even if the district is still under construction) * Allows its parent city to build Ships requiring Strategic Resources with only 1 count of the relevant resource * When the Seaport is built, the parent city may construct Fleets and Armadas. * Buildings grant experience bonuses to ships built in this city * Specialists add +2 File:Civ6Gold.png Gold and +1 File:Civ6Science.png Science each * Pillaging Harbor yields File:Civ6Gold.png Gold
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