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 (
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rdfs:label
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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 (
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dbkwik:civilizatio...iPageUsesTemplate
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Note
| - +1 Trade Route capacity.
- Must be built on Coast or Lake Terrain adjacent to land.
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production cost
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advance required
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unlocks buildings
| - Lighthouse, Shipyard, Seaport
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citizen yields (per citizen)
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great person points
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adjacency bonus
| - +1 from every 2 adjacent tiles.
- +1 from each adjacent coastal resource.
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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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