Harbor (Civ6)

The Harbor is a specialty in Civilization VI focused on naval power and maritime trade. It requires Celestial Navigation and must be built on a Coast or Lake tile adjacent to land.
* Effects:
** Major bonus (+2 ) for being adjacent to the City Center
** Standard bonus (+1 ) for each adjacent sea resource (except s)
** Minor bonus (+½ ) for each adjacent district
** +1 point per turn
** +1 capacity if this city doesn't already have a . (Requires a in Rise and Fall.)
** Allows its parent city to build ships, even if the City Center is inland
** Newly produced or purchased ships will spawn at the Harbor tile (as long as the Harbor tile is unoccupied)
** Removes 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 (prior to Gathering Storm)
** Specialists add +2 and +1 each
=== Buildings ===
The following buildings can be constructed in a Harbor:
* Lighthouse
* Shipyard
* Seaport
=== Projects ===
* Harbor Shipping: Earns equal to 15% of used and points
== Strategy ==
The Harbor is one of the more important districts in both single- and multiplayer games. The most important bonus from it is +1 capacity, but the extra from its buildings is also a great bonus. The extra and from domestic s are important early game boosts.
As sea tiles are often barren in Civilization VI, one should avoid directly settling by the coast. Here is where the Harbor comes in handy: it allows for ship production and sea trade while allowing players to place the otherwise coastal city in-land. This helps players access in-land resources, fresh water, and a greater number of tiles for districts for their "coastal" cities. That said, maximizing the Harbor's output requires founding a city on the coast, as the Harbor gets an adjacency bonus from being next to the City Center.
For ship production, the Harbor fills the role of an Encampment for ships. The Harbor also allows for the construction of many coastal wonders, which is something to consider for single-player games. 
In addition, the Harbor and its buildings provide points, allowing you to earn Great Admirals that provide your naval units and empire with a variety of bonuses. Two of these Great Admirals - Gaius Duilius and Santa Cruz - and the Seaport are the only means of getting Fleets and Armadas apart from building and combining multiple naval units (except when playing as the Zulus).
Between building Commercial Hubs and Harbors, whichever gives higher adjacency bonus at the time should probably receive priority. Both districts can also make a nice combo, especially when combined with the City Center, since Commercial Hubs receive adjacency bonuses for being next to a Harbor and Harbors receive adjacency bonuses for being next to a City Center. While isn't the most important yield, extra early production is still helpful. It is also nice to have at least one Harbor for sea exploration (in case you didn't settle any cities on the coast). Map discovery via sea can be important in single-player games, particularly with continent-heavy maps.
In Gathering Storm constructing a Harbor on a Lake tile and connecting the lake to the sea with a Canal or two will give you an easily-protected shipbuilding yard. Additionally, you will still be able to use the district's secondary bonuses mentioned above, and even construct sea-based wonders (if the lake is big enough, of course).
== Civilopedia entry ==
== Gallery ==
File:Harbor in game (Civ6).png|Harbor in game
== See also ==
* Harbor in other games
ru:Гавань (Civ6)