Its geometric regularity and efficiency bring to mind other great works of virtual urban planning, like Magnasanti, a Koyaanisqatsi-inspired 6 million people city that claimed to ‘beat’ SimCity 3000 in 2010. It took nearly 1,000 turns to reach 200 population in the year 2289 - we do not recommend trying this at home unless you have a serious tolerance for tedium and the time for it. On a map that has all of the possible luxury resources you could get the population score up to 230 before housing maxed out. Procblocked muses in the Reddit post that this is not even quite the largest they could go. Where Civilization V had harsher penalties for settling more cities, throttling your science and culture production, the newest game has lifted a lot of those restrictions, opening up the field for players to experiment with wide strategies like, for instance, taking advantage of the district adjacency bonuses to interlock more diverse arrangements than Procblocked’s neighborhood spam.
This shows how that breaks down in Civilization VI, using urban density to prop up an enormous city. In previous Civilization titles, players made a distinction between tall and wide strategies, i.e., building a few very large cities or a sprawling mass of smaller cities. More: Master ‘Civilization VI’ with these starting tips for new players and veterans All in all, it requires 30 neighborhoods, 20 stadiums, 80 trade routes bringing in 750 food per turn, two wonders, and the efforts of a variety of great merchants and engineers to make the city work. Rio itself is almost entirely filled with neighborhood districts to house everyone. After resetting the map several times to ensure he had enough space, with all of the victory conditions turned off except for points, Procblocked ringed his capital with 20 cities that each have entertainment districts providing the amenities necessary to keep such an enormous population from going stir crazy and rebelling. Procblocked built this monstrosity through a savvy use of its specialized districts, which have stacking effects that benefit nearby cities in addition to its own. That is more than 58 times larger than Delhi, the current most populous metropolitan area on Earth, or twice the population of China. Reddit user Procblocked built his capital city of Rio De Janeiro up to a 200 population, or roughly 2.7 billion people in real-world terms, according to Kotaku. One of the beautiful things about complex games with passionate communities like Civilization VIis that it now takes very little time after release for players to start pushing its systems to the limits and going far beyond the bounds of normal play. For example, building a Harbor adjacent to one or more coastal resources. By placing newly built districts adjacent to certain tiles, you can increase the output of that district. Adjacency bonuses play a huge role in city planning in Civilization VI. The map won’t load if only some are placed. Most early and mid-game districts get a +1 bonus if adjacent to ANY other 2 districts. IMPORTANT: if you place one Civ/CS from those you added in the Player Editor you must place them all.
So you can fill the world with size 10 (or maybe size 20) cities without having to worry about wasting your luxuries. To assign a Starting Position yourself, select plots and always choose ‘Player’ (irrespective of whether it’s a Civ or CS you’re placing). Also, you only need one fully developed Entertainment District for all city centers in 6 tiles radius. If you were to launch a game using the map at this point it would assign the Civs to random Starting Positions according to their inherent biases (Mali on desert for example). Go to Player Editor and remove all of the ‘players’ that are there. Select each plot that has an icon and remove it. This will reveal all of the Starting Locations on the map (look for the little city icons). To adjust this, in the map, open ‘Advanced Mode’. generated through Worldbuilder, ii) built from a blank canvas or iii) imported from somewhere else?Īssuming it’s the first: When you generate a map it will randomly choose Civilizations (but not CS’s) and assign them Starting Positions. It is possible to set new start positions for civs and city-states on a World Builder map but there are a few idiosyncrasies to the process!įirst, is the map you’re referring to one you’ve i.