Diplomatic Quarter (Civ6)

The Diplomatic Quarter is a specialty in Civilization VI, dedicated to foreign policy and international relations. It requires the Mathematics technology.
=== Vanilla and Rise and Fall ===
* Effects:
** +1 from each Delegation or Embassy from a foreign civilization through diplomacy.
** +1 when built next to the City Center.
** Enemy Spies operate at 2 levels below normal when targeting this district or adjacent districts.
* Restrictions:
** Limit of one per civilization.
=== Gathering Storm ===
* Effects:
** +1 from each Delegation or Embassy from a foreign civilization through diplomacy.
** +1 when built next to the City Center.
** Enemy Spies operate at 2 levels below normal when targeting this district or adjacent districts.
* Restrictions:
** Limit of one per civilization.
=== Buildings ===
The following buildings can be constructed in a Diplomatic Quarter:
* Consulate
* Chancery
==Strategy==
With the release of the Ethiopia Pack, the Diplomatic Quarter was introduced to reduce the power of yields from city-states, effectively making the game last a bit longer. Now, in order to fully benefit from your tributary states, you need to construct this district and its buildings. The yields from city-states are now as follow:
* One : Grants +1 yield for each tier 1 building of the respective district and the .
* Three s: Grants +2 yield for each tier 2 building of the respective district and the Consulate building.
* Six s: Grants +3 yield for each tier 3 building of the respective district and the Chancery building. 
*If the city-state is a trade city-state, the bonus yield will be +2 , +4 , and +6 for one , three s, and six s respectively.
At any rate, the Diplomatic Quarter is not quite as powerful as its cousin the Government Plaza, but strong nonetheless. The Consulate and Chancery are both buildings with powerful effects, and its bonus is strong as well. There are two main ways to use the District's effects:
# Via its Spies- crippling property. If you're playing a -focused game, build a hexagon of, for example, your City Center, your Theater Square, and several Wonders with Great Work slots, and place this in the center to keep covert action from robbing your Great Works or neutralizing your Curator Pingala; if you're aiming for the stars, make sure this district covers your Campus so nobody steals your tech, your Industrial Zone so nobody sabotages your , your Spaceport so nobody ruins your space launches, and your City Center so nobody neutralizes your Space Initiative Pingala. The downside is that methods like this require a lot of foresight- when you're fumbling around in the Classical Era, only just having discovered Mathematics, the first thought on your mind is hardly a devious Black Queen Catherine sabotaging your moon landing in the Atomic Era!
# Via its City-State yield boosters. If you're playing a 'diplomacy game' in the old sense (meaning that you attempt to improve relations with as many City-States as possible), you will be able to enjoy very nice yields for the district's parent city! For instance, having 3 Envoys in an Industrial city-state with this district and a Consulate constructed will grant you 4 ; if you have 3 envoys in both a Scientific city-state and an Industrial city-state, you will get 4 Production and 4 from this district and the Consulate combined. These bonuses increase even further when you have more s in the late game: having 6 s in two scientific city-states and all buildings in this district will be worth about 20 science per turn, which can scale nicely with Pingala. And the best part is that you don't need to be Suzerain to a City-State to enjoy the bonuses, just to have the necessary number of s and not be at war with it. So, spread out your s, instead of concentrating on a particular City-State, utilize governor Amani strategically, and turn the city with the Diplomatic Quarter into an industrial powerhouse. This strategy correlates very nicely with the Barbarian Clans mode (which naturally increases the number of City-States available in a single game), and also with the Monopolies and Corporations mode - make sure to found an Industry and/or Corporation in the city which boosts a particular yield your City-State allies provide in abundance!
The +1 applies to Delegations you receive from other civilizations, which means friendly relations are needed. Being denounced or starting a war will remove them.
The Diplomatic Quarter can never be captured. If the parent city changes ownership, it will always be deleted along with any building inside, even if the new owner has not built this anywhere else in their empire. 
==Civilopedia entry==
==Gallery==
File:Civ6 Diplomatic Quarter In-Game.jpg|Diplomatic Quarter in game
Category:Civilization VI: New Frontier Pass