Is it better to have a lot of cities in civ 6?

The optimal number of cities in Civ VI is a complex issue dependent on victory condition, chosen civ, and game circumstances. While the statement “many cities are better than a few large ones” holds a degree of truth, especially in the early game, it’s an oversimplification. The core idea behind favoring multiple smaller cities stems from faster growth and district production. Growing two cities to four population each is significantly faster than one city to ten, leading to quicker access to crucial infrastructure like campuses and commercial hubs. This allows for earlier technological and economic advantages, vital for snowballing early dominance.

However, concentrating growth in fewer cities offers benefits in the late game. Larger cities yield greater production and amenities, particularly after unlocking important policies and technologies. Overextension, resulting from managing too many cities, can severely cripple your economy through high upkeep costs and reduced output per citizen. The diminishing returns from additional cities are significant; each additional city requires more governors, more infrastructure management, and more resources to support, potentially outweighing the gains from increased production. Therefore, a balanced approach is crucial. Prioritize a critical mass of cities sufficient to secure strategic resources and dominate key landmasses, then focus on optimizing their growth and infrastructure rather than endlessly expanding. The sweet spot varies widely depending on map size, game pace, and chosen victory path. A conquest-oriented game might justify a higher number of cities than a science victory, for example.

Finally, consider your chosen government and civic policies. Some governments and policies are designed to support either a wide empire with many cities or a smaller empire focusing on a few megacities. Strategic city placement is also key; clustering cities strategically allows for efficient use of infrastructure and reduces the need for numerous separate improvements.

What happens if you build a city on a resource in Civ 6?

Building a city on a resource in Civ VI has nuanced effects. Bonus resources provide a small yield boost to your city center, the exact amount varying by resource. Think of it as a minor, passive income stream. It’s not game-breaking, but every little bit helps, especially early game.

Luxury resources are a different story. Building directly on them instantly grants you access to that luxury, contributing to amenities and potentially happiness. This is crucial for growth and avoiding unrest, making strategic city placement vital. Don’t overlook the potential for powerful early-game boosts from grabbing key luxuries.

Similarly, strategic resources, when your city is built upon them, become immediately available. This is huge for unit production and technological advancement. Snagging a strategic resource early can snowball into a significant advantage. Consider the implications before settling – is that strategic resource worth the lost potential yield of a different tile?

However, a crucial point often overlooked: building on resources like mines or pastures doesn’t grant you the associated production/food bonuses from the “Mines” and “Pastoralism” technologies. The resource is consumed by the city placement; you get the resource itself, but not the additional yields unlocked by those techs. This subtle detail can significantly impact your long-term planning. Prioritize strategic placement to maximize efficiency. Don’t waste strategic resources by simply building on top of them; consider adjacent placement to utilize both the resource and its yields.

Can you turn off warmonger penalty civ 6?

So, you’re asking about getting rid of those pesky warmonger penalties in Civ VI? Yeah, I’ve been there. It’s a pain, right? The key is smart liberation, not just mindless conquest.

The trick is liberating cities your *enemy* recently conquered. Not just *any* city. See, if your enemy, let’s call him Chad, just snatched a city from poor little Timmy, and *you* take it back from Chad and choose the “Liberate” option, boom! You get a massive reputation boost. That instantly melts away a lot of your warmonger penalty. It’s like a magical eraser for your aggression meter.

Here’s the breakdown:

  • Identify the Target: Find cities recently conquered by your main enemy. Look at the city’s history – it’s usually pretty clear.
  • Strategic Conquest: You need to conquer the city, obviously. But think about the timing and your overall strategy. Don’t get yourself into a worse position than before.
  • Liberate Wisely: Once you control it, liberate the city. Don’t annex it; that’ll keep the warmonger penalty going.
  • Reputation Boost: The bigger the city, the bigger the reputation boost you get. The more cities liberated in the same way, the higher is the effect

Important Note: This doesn’t work if *you* conquered the city first. It only works if you’re liberating a city recently taken by your enemy from *someone else*. It’s all about the chain of events. It’s a bit of a loophole, honestly, but it’s a totally legit one. Use it wisely, my friends.

Pro-Tip: Keep an eye on your diplomatic standing. Sometimes a well-timed alliance can help you avoid those penalties altogether.

How far away should you build cities in Civ 6?

Optimal city placement in Civ VI is a nuanced topic, and a simple “7 tiles” rule is a decent starting point, but far from definitive. It’s based on the three-tile radius of workable land per city. Seven tiles ensures minimal overlap of workable tiles, maximizing your potential yields. However, several factors complicate this.

Terrain and Resources: The 7-tile rule is easily broken if a crucial resource or strategic location is closer. Prioritize access to key resources like strategic and luxury resources, even if it means closer city placement. Consider the terrain; a coastal city might necessitate closer proximity to others to maximize coastal features.

Government and Policies: Your chosen government and policies significantly impact city spacing. Policies that increase city range or yield can allow for closer city placement without significant penalties. Conversely, some governments may necessitate larger spaces between cities.

Strategic Considerations: City placement is about more than just yield. Consider defensive positions, choke points, and potential expansion routes. Sometimes, a strategically valuable location closer to an existing city is more important than maximizing individual city yields.

Early Game vs. Late Game: Early game city placement demands a different approach than the late game. In the early game, you’ll generally want slightly closer cities to accelerate your growth, while focusing on workable tiles and strategic resource access. Late-game considerations emphasize district placement, strategic positioning, and overall empire management.

  • Early Game: Focus on quick expansion and securing key resources. A slightly closer spacing (5-6 tiles) might be acceptable.
  • Mid-Game: Aim for the 7-tile rule, balancing yield maximization with strategic positioning.
  • Late-Game: Focus on optimizing your empire, with city placement often guided by strategic needs over pure yield.

In short: The 7-tile rule provides a solid foundation. However, successful city placement demands a dynamic approach that considers terrain, resources, government, policies, and the current game stage. Don’t be afraid to deviate from the rule when strategically advantageous.

What happens if a city doesn’t have fresh water Civ 6?

So, you’re wondering what happens if your Civ 6 city lacks fresh water? It’s a big deal, folks! Essentially, you’re severely handicapping your city’s growth.

Housing is the key here. Fresh water provides a significant +3 housing bonus to your starting city. Coastal cities get a +1 bonus. A city without access to either? Zero. That’s right, zero extra housing.

This means a landlocked city starts with a significantly smaller population capacity. Let’s break it down:

  • Fresh Water: +3 Housing. This allows for faster population growth and earlier access to amenities and specialists. You can build more buildings and utilize more city tiles efficiently.
  • Coastal: +1 Housing. A decent boost, but not as impactful as fresh water. It’s better than nothing!
  • No Water Access: 0 Housing. This severely limits early growth. You’ll struggle to expand your population, hindering your ability to generate production and food.

Beyond the initial housing, lack of fresh water also impacts your ability to build certain districts and wonders that require fresh water as a prerequisite. This can severely restrict your strategic options and technological advancement in the long run. Think carefully about your city placement – water access is a priority!

Pro Tip: Always prioritize settling near fresh water sources in Civ 6. The early game advantage it provides is often the difference between a thriving civilization and a struggling one.

What caused the pollutants to build up over the city?

So, you’re asking about the smog, the nasty air quality plague in these digital cityscapes? It’s not a single boss battle, it’s a whole raid. We’re talking a multi-faceted problem, mostly a human-caused catastrophe, exacerbated by the game’s terrain design, if you will. Vehicle emissions are like a never-ending swarm of low-level mobs, constantly spewing pollutants. Then you have the big baddies – industrial facilities and construction, those are your raid bosses, pumping out massive amounts of pollution. Think of it as a compounding effect; each factory, each car adds to the overall toxicity, making the air quality progressively worse. And the geography? That’s like a tricky map design. Mountains or valleys can trap these pollutants, creating chokepoints and intensifying the effect. It’s a nasty combo; human activity meets environmental constraints, resulting in a seriously polluted environment. It’s not an easy fix, trust me – this requires a strategic overhaul of the whole system.

What causes pollution in Civ 6?

Alright guys, so pollution in Civ 6? It’s all about your power generation. Coal plants are the absolute worst offenders, pumping out pollution like crazy. Think of them as the gas-guzzling Hummer of power plants. Oil is better, a bit cleaner, like a Prius compared to the Hummer, but still contributes. Then you’ve got Nuclear, the eco-warrior of power sources. Almost zero pollution! It’s a game-changer, especially in the late game when you’re aiming for those science and culture victories. But remember, even Nuclear has its drawbacks – those pesky Nuclear Waste generation needs management. Don’t forget to consider the environmental impact of your cities – those districts and buildings are also contributing factors!

Pro tip: Early game, you’ll likely need Coal. But transition to Oil as soon as you can, and aim for Nuclear as fast as your tech allows. Managing pollution is crucial for your late-game happiness and victory.

Also, don’t forget about policy cards! There are some amazing ones to help mitigate pollution or boost your production of clean energy. So keep an eye on those. Happy polluting (or rather, *unpolluting*)!

Does building a district remove yields?

Building a district doesn’t remove yields in the sense of destroying them, but it replaces them. Think of it this way: that tile is now dedicated to the district’s function. It’s no longer a generic tile contributing basic food or production. The district’s yield comes from its adjacency bonuses, not from the base tile itself. Before placement, you see the base yield; after completion, you’ll get the adjacency bonus yields instead. This means strategic placement is key!

Crucially, the tile underlying the district becomes unworkable. You can’t get the original food, production, or gold from that tile anymore. The yield is entirely redirected to the district’s functionality. Careful planning prevents wasted potential. Maximize adjacency bonuses – that’s where the real value lies.

Example: Placing an Industrial Zone next to mines gives a huge production boost. The tile under the Industrial Zone itself won’t produce anything directly; it’s the adjacency that matters. Poor placement, ignoring base yields before building, can cripple your city’s growth.

Pro Tip: Always preview the district’s potential yield with the adjacency bonuses before placing it. Don’t just focus on the initial tile yields – focus on maximizing the final output.

What happens when a city floods in Civ 6?

A Civ VI flood isn’t a long-term catastrophe; it’s a single-turn event. The river swells, submerging all floodplain tiles adjacent to it. This isn’t random; it’s predictable based on river placement. Plan accordingly.

The damage is where the real PvP strategy comes in. It’s not just cosmetic. Floods destroy or severely damage improvements and districts on those affected tiles. Units are also vulnerable to damage, potentially crippling your military positioning or delaying crucial production.

  • Prioritize vulnerable districts: Commercial Hubs, Harbors, and Industrial Zones are prime targets. Relocate crucial districts away from floodplains whenever feasible. This is especially important during early to mid-game.
  • Strategic improvement placement: Don’t cluster high-value improvements like mines or plantations next to each other on floodplain tiles. A single flood can wipe out a massive chunk of your production. Spread the risk.
  • Unit positioning: Avoid leaving crucial units, especially those with long production times, on floodplain tiles. A flood can set your military back significantly, creating a window for your opponent to exploit.
  • Floodplain exploitation: Ironically, while dangerous, floodplains can provide significant early-game food and production bonuses. Accepting calculated risk in the early game might pay off. Weigh the value of the bonus against the potential loss from a flood.

Advanced strategies: Observe your opponent’s city placement and river systems. If they’re heavily reliant on floodplain tiles, strategically utilize floods during a war to cripple their economy and production.

In short: Floods are a tactical nuisance that can be exploited. Understanding its mechanics and potential impact allows you to proactively mitigate damage and potentially use it to your advantage against other players.

Can nukes destroy cities in Civ 6?

In Civilization VI, nuclear weapons are devastating city killers. A single well-placed nuke can cripple a city, disabling its districts for multiple turns and severely impacting resource production. This isn’t just about damage; it’s about crippling the city’s functionality. The affected city will be significantly hampered, even if the attacker chooses not to capture it outright. Think of it as a brutal economic and strategic blow, setting back your opponent’s progress considerably. The impact goes beyond immediate damage; rebuilding takes considerable time and resources, representing a long-term strategic disadvantage for the city’s owner. Strategic use of nukes, therefore, can be incredibly effective at disrupting an opponent’s plans even without the need for a full-scale conquest.

Consider the strategic implications: targeting key cities with high production or crucial districts can be far more impactful than simply targeting cities with large populations. Think about crippling a city’s industrial zone to severely hamper its military production, or targeting a commercial hub to disrupt its trade routes. This makes nukes a powerful tool for disrupting your opponent’s late-game economy and hindering their ability to catch up.

However, bear in mind the downsides: the fallout from a nuclear strike can impact your own territory, and using nukes can trigger negative diplomatic consequences with other civilizations. Careful planning and consideration of the geopolitical ramifications are paramount before unleashing the destructive power of nuclear weapons.

Do warmongering penalties go away?

Warmonger penalties? Yeah, those can be a real pain. The reduction you get depends entirely on your casus belli. Think of it like this: a justified war, one with strong CB, gets you a much better deal than a naked aggression. Expect a 25-50% reduction on penalties for most decent CBs. Sometimes, you’ll even get a complete wipe, especially with those really strong justifications.

Key Tip: Don’t just look at the initial penalty. Consider the long-term impact. Even with a reduction, a huge penalty can still cripple your economy and diplomacy for years. Weigh the potential gains against the lingering negative effects. Sometimes, waiting for a better CB or improving your relations beforehand is the smarter play.

Pro Tip: Certain DLCs and game mechanics can further influence this. For example, some ideas or government types can reduce or even negate warmonger penalties. Always check your modifiers and consider how they will impact the final penalty before initiating conflict. A seemingly small bonus can make a big difference in the long run.

Example: A holy war will usually have significantly lower penalties compared to a simple conquest war. Learn to exploit these mechanics to your advantage.

Should I build a campus in every city in civ 6?

Campus spam is a noob trap. Prioritize adjacency bonuses – a single optimally placed campus outperforms multiple poorly located ones. Early game, two campuses in your first three cities are sufficient, possibly three in four to five if you’re aiming for a Science victory or strong early tech lead. Beyond that, carefully evaluate each city’s potential. Mountains, rainforests, and adjacent districts provide significant boosts. A city with poor adjacency and limited growth isn’t worth a campus. Focus on maximizing science output per city, not the number of campuses. Consider strategic resource locations too – a campus near a strategic resource boosts science even further, making it a prime candidate. Don’t forget the governor abilities; Magnus can significantly improve science output from even a single well-placed campus.

Should I destroy or keep city Civ 6?

Keeping captured cities is almost always the right call in Civ VI, even for seasoned players. The production cost of a settler alone pales in comparison to the immediate gains. You’re instantly netting infrastructure, population, and potentially crucial strategic resources. Forget the “production of a settler” argument; that’s newbie math.

Consider these factors:

  • Existing infrastructure: Captured cities often possess buildings already constructed, saving you significant time and resources. A Library, a Monument, even a Granary – these are huge time savers.
  • Population: Citizens are your engine of growth. More citizens means faster production, more science, more culture – everything.
  • Strategic resources: Grab that city controlling Uranium, Aluminum, or even a crucial luxury resource. The strategic advantage outweighs any potential minor loyalty issues.
  • District placement: A captured city might have better district placement than you could achieve organically, especially in late game.
  • Religious pressure: Take a city with an active religion you don’t have, convert it, and then use it to spread your own religion more effectively.

When destruction *might* be considered (rare exceptions):

  • Overextension: If you’re truly struggling to manage your empire, and the city yields are exceptionally low, coupled with high unrest, a strategic razing *might* be justified, but this is exceptionally rare and usually only in very specific, extremely challenging situations. It’s almost always better to puppet the city to reduce the maintenance burden.
  • Specific victory conditions: In highly specific scenarios focused around domination victory, immediately eliminating a particularly strong city might be slightly more advantageous than the long-term benefits of occupation. Even then, consider the opportunity cost of the time spent conquering it again.

Bottom line: Assume you’ll keep the city unless there’s an overwhelmingly compelling reason not to. The long-term benefits far outweigh the short-term costs almost without exception. Focus on managing loyalty; that’s the true challenge.

What is the 4 tile rule in Civ 6?

The “four-tile rule” in Civilization VI, suggesting a four-tile minimum distance between city centers, is a helpful guideline, but not a rigid law. Its effectiveness depends heavily on map features, game pace, and chosen civ/leader abilities. While proximity boosts shared infrastructure and defense, cramming cities too close can lead to severe unhappiness penalties due to overcrowding and limited workable tiles per city.

Optimal spacing often exceeds four tiles. Consider these factors:

  • Terrain: Lush plains support closer cities than deserts. Coastal cities might benefit from proximity for shared harbors.
  • Resources: Strategic resources (horses, iron, etc.) dictate city placement more than the four-tile rule. A city may be justified closer to another to access a vital resource even if it breaks the rule.
  • Government/Policies: Policies affecting city growth or happiness can mitigate overcrowding issues, allowing for denser city placement.
  • Map size: On smaller maps, adhering strictly to the rule can hinder expansion, making a more compact city layout more efficient.

Advanced Strategies:

  • Early Game: In the early game, slightly closer placement can accelerate growth and early tech/culture gains.
  • Mid/Late Game: As you unlock infrastructure and policies mitigating unhappiness, greater density is viable. Focus on maximizing resource access and strategic positioning.
  • City Specialization: Distributing cities based on their specialized production (science, faith, culture) is more important than rigid spacing.

In essence: The four-tile rule provides a baseline for balanced city growth. However, experienced players dynamically adjust city spacing based on map analysis, game context, and strategic goals, often surpassing the four-tile minimum for long-term benefits.

Do districts get rid of tile yields in civ 6?

So, you’re wondering about districts eating tiles in Civ VI? Basically, yeah, the tile’s *base* yields vanish when you plop a district down. Think of it like this: you’re building a huge complex – a campus, an industrial zone, whatever – it’s gonna take up space and resources. That means goodbye to whatever food, production, or gold that tile was giving you.

However, don’t panic! You’re not losing *all* that potential. The district itself will generate yields; that’s the key. Those are usually better, especially with adjacency bonuses. A campus next to mountains? Boom, science explosion. Industrial zone near mines? Production through the roof. You’ll also get yields from specialists working in the district. Think of it as a trade-off: you lose the raw tile yield for something potentially far more powerful, especially in the late game.

Important note: You can still settle a city next to an existing district. That’s a common strategy, especially early game, if you’re aiming to maximize district adjacency bonuses from the get-go. Just remember that district placement is super important for long-term city planning. Plan ahead, my friends!

Pro-tip: Always check the potential yields of a district *before* placing it. Hover over the district building button to see what bonuses you’ll get based on your surrounding tiles. Don’t just slap it down willy-nilly!

How to stop war weariness in civ 6?

Tired of your Civ 6 citizens getting down in the dumps after every conflict? War weariness is a real drain, but it’s manageable! The key is utilizing Casus Bellis. Declaring war with a valid Casus Belli significantly reduces the war weariness penalty, keeping your population happy and productive. Think of it like a diplomatic “get out of jail free” card for your war effort.

Amenities play a crucial role too. End-of-turn amenities help soothe the war-torn populace. Plus, any remaining war weariness points magically vanish at the start of the next turn—a fresh start for your weary empire!

Each battle contributes to war weariness, but the amount depends on the era. Earlier eras generally have less severe penalties. Remember: A Casus Belli drastically minimizes this penalty per battle. Plan your wars strategically – using a Casus Belli when possible will be the difference between a harmonious post-war society and a populace on the brink of revolt.

How does pollution affect the environment?

Alright guys, so we’re tackling the environmental pollution boss fight, and let me tell you, it’s a tough one. We’ve already seen the impact on human health, that’s like, the first stage, right? But now we’re diving into the environmental consequences – think of it as the harder difficulty setting.

First up, we’ve got air pollution, a real MVP of environmental damage. It’s not just bad for your lungs, it’s straight-up toxic for sensitive plants and trees. Think of it like a continuous, low-level poison attack – slowly draining their health and vitality. We’re talking stunted growth, increased susceptibility to disease, even widespread death. It’s brutal, guys.

Then there’s acid rain, and it’s a nasty surprise. This isn’t just some mild drizzle, it’s a full-on environmental hazard. Acid rain, caused by pollutants dissolving in rainfall, directly damages habitats. It lowers the pH of soil and water, killing off sensitive species and disrupting entire ecosystems. This is like a critical hit, affecting the whole map.

And it gets worse. Excess nutrients, often from agricultural runoff, are another major pollutant. This is like a cheat code gone wrong. While it seems beneficial at first, it leads to eutrophication – massive algal blooms that choke waterways, depleting oxygen and creating dead zones. It’s a game over for aquatic life, seriously.

So yeah, air pollution’s not just a single hit; it’s a chain reaction of environmental disasters. We need to seriously strategize to beat this boss. We’re talking about long-term strategies, not just quick fixes.

Should I raise or keep city Civ 6?

Whether to raze or keep a captured city in Civilization VI is a nuanced question, often debated among even seasoned players. The simple answer, “almost always keep,” needs further clarification. While the production cost of a new settler is a baseline consideration, it overlooks crucial strategic factors.

Keeping a captured city offers several advantages:

  • Immediate Production & Resources: You gain access to existing infrastructure, instantly boosting your production and resource output. This surpasses the time it takes to build a new city from scratch, especially in the early and mid-game.
  • Strategic Location: Capturing a strategically important city controls key resources, chokepoints, or valuable terrain features. The strategic value often outweighs the short-term cost of managing a potentially unhappy population.
  • Population & Amenities: Captured cities, even unhappy ones, contribute to your overall empire’s population and potentially provide amenities. These contributions can aid growth and prevent unrest in your existing cities.
  • Science & Culture: Depending on the captured city’s improvements, you gain an immediate boost to science and culture production, accelerating your technological and cultural advancement.
  • Reduced Expansion Time: Maintaining a captured city reduces the time needed to expand your empire effectively. You avoid the delay of building and settling a new city.

However, there are exceptions:

  • Extremely Unproductive Cities: If a city is located on poor terrain, lacks resources, and offers little strategic value, its upkeep might outweigh its benefits. Razing might be preferable, especially in the early game where resources are scarce.
  • Overextension: If your empire is already struggling with unrest due to overextension, adding a new, unhappy city can exacerbate the problem. In such cases, prioritizing existing city growth is often better.
  • War Weariness: The happiness penalty from war weariness can impact the viability of keeping conquered cities. Careful assessment of your empire’s happiness is essential before making this decision.
  • Specific Victory Conditions: Your chosen victory condition might influence your decision. For a domination victory, razing cities might be more efficient, while in a cultural victory, preserving cities for their cultural outputs is key.

In conclusion: While keeping captured cities is generally advisable due to the immediate economic and strategic advantages, a thorough evaluation of the city’s location, productivity, and the current state of your empire is crucial for making an informed decision. Don’t solely focus on the production cost of a settler – consider the holistic impact on your empire’s growth and victory path.

What are the environmental impacts of living in a city?

Alright folks, let’s dive into the environmental challenges of city life – think of it as a really tough survival game with escalating difficulty. Population density? That’s your ever-increasing threat level. Poor air and water quality? Those are your persistent debuffs, steadily draining your health (and the planet’s). Insufficient water availability? That’s a resource scarcity event, forcing you to carefully manage your supplies. Waste disposal problems? That’s a pollution crisis, slowly poisoning your environment. High energy consumption? That’s your ever-growing resource drain; you’re constantly burning through fuel.

Now, the good news is, this isn’t a game over scenario. Strong city planning is your ultimate strategy guide. It’s like unlocking powerful tech upgrades. Think efficient public transport systems (reducing that energy consumption!), green spaces acting as natural air purifiers, advanced waste management solutions to mitigate pollution, and smart water conservation techniques. Mastering these upgrades is essential for long-term survival – for both the city and its inhabitants. We’re talking about sustainable urban development, folks – a challenging endgame boss that, if defeated, will lead to a thriving, resilient metropolis. Failing to optimize these aspects? Well, let’s just say game over is a very real possibility.

Oh, and one more crucial tip: Don’t underestimate the power of community engagement. Collective action is your best weapon against this environmental beast! Think of it as forming an unstoppable alliance – everyone working together to secure victory.

How many districts should a city have in civ 6?

Look, newbie, districts aren’t some arbitrary number. It’s all about maximizing your yields. You need ’em for almost every building, and cramming three into a city is usually the sweet spot, unless you’re dealing with some seriously niche builds. Three allows you to specialize without sacrificing too much adjacency bonus potential. More than three usually means diminishing returns and wasted space unless you’re exploiting specific adjacency bonuses, like those sweet, sweet Campus adjacency bonuses. Don’t even think about going under three unless you have a very good reason, like a tiny city-state you’re just using for a single crucial resource. Check the production menu for the building requirements; it’s not rocket science. Focus on optimizing your district placement – adjacency bonuses are king. A poorly placed district is a wasted city slot and can cripple your late-game economy. Understand that, and you’ll climb the leaderboards.

Remember: Early-game expansion is key, but don’t spread yourself too thin. A few strong cities with well-planned districts will crush a sprawling empire of poorly-developed cities. Don’t just build districts; *master* them.

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