![]() ![]() But they’re all very situational and none of them are available until the mid / late game. (Actually, there are a few special abilities that slightly get around this. You can’t just use your enormous GDP to prop up your new / recently conquered cities. Even if you’ve got a complex civilization with a booming economy, there’s very little your government can do to help the city along. That dinky city needs to grow on its own. ![]() My problem is that in Civ VI, this type of cooperation just isn’t possible under normal circumstances. I think that “What build order will maximize my growth in this city?” is a more interesting question than, “How many cookie-cutter cities can I cram into this peninsula?” So I want my big cities to help the little ones, until the younger city is large enough that it can begin to specialize. I actually think this is part of the strategy. The stronger a city is, the faster it can grow, which means a little boost at the start can have a massive impact on the city over the long term. The exact build order depends on the terrain and what stage of the game you’re in, but if you’re building tall then cities need to be robust. A new city needs a lot before it’s useful: Some basic defenses, a building to boost growth / food output, a builder to tend the land, an economic building so the place doesn’t drain my coffers, and a factory-type building to get production up. My big cities bank up money, and then my little town can plow through the first five or six critical items. If I’ve got 4 well-established cities and one new one, then I like to use my booming economy to bootstrap the new addition. When managing a tall empire, it’s immensely useful to have cities cooperate. The Space Race counts as a wonder, but also as one of the steps towards scientific victory. ![]()
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