recursal/Fanatic-Fandom huggingface dataset:
Casus Belli

**Casus Belli** represent reasons to go to war where the normal Warmonger penalty for a declaration of war or capturing cities are reduced or eliminated. While a Casus Belli can be used to start a war, you do not need one to do so - You can declare a Surprise War against another Civilization in Civilization VI who is not your ally.

## Warmongering

The more you declare War, the more warmongering points you'll get, which will influence how AI Civs view you.

## Types Of War

* Declare Surprise War - Warmonger penalty: Heavy -
* Declare Formal War - Warmonger penalty: Moderate - *Used to declare war on a player you have Denounced at least 5 turns ago. No restrictions on which cities you may capture.* (Currently it seems to be the "proper" way to go to War with another Civilization before reaching the Renaissance Era.)

Diplomacy is meant to become more complex as the timeline goes on, meaning that in the Ancient Era, you'll be able to declare war easier and with less Warmonger penalties, though later in different Eras they'll start to take effect, and if you're warring with everyone you'll get a large penalty. With the  Diplomatic Service Civic in the Renaissance Era you unlock the first four Casus Belli. There are six **Casus Belli** in total.

## Additional Casus Belli

* Declare Holy War - *Used to declare war on a power that has Religiously converted one of your cities. All Warmonger penalties halved.*
* Declare Liberation War - *Used to declare war on a power that has captured a city from one of your friends or allies. No Warmonger penalty for liberating any of those cities.*
* Declare Reconquest War - *Used to declare war on a power that has captured one of your cities. No Warmonger penalties apply.*
* Declare Protectorate War - *Used to declare war on a power that has attacked one of your allied City-States. No Warmonger penalty for liberating that City-State.*
* Declare Colonial War - *Used to declare war on a power that is two technological eras behind you.*
* Declare War of Territorial Expansion - *Used to declare war on a power that borders your empire. Must have 2 of your cities within 10 tiles of 2 of your opponents' cities. Warmonger penalties reduced by 25%. Available with Mobilization civic.*
Culture

**Culture** is one of the more advanced Game Concepts in Civilization VI, which contributes to what makes your Civilization grow. Culture is accumulated per turn, as dependent on all sorts of things throughout the game, Buildings, Wonders,  Great People, as well as Tile Improvements, Natural Wonders and a few other things. Various Civics are researched when enough culture is accumulated, depending on the Era you are in, or the Civic you are researching.

## Civics

Social Policies in previous versions of Civ are now replaced with a "Civics tree", which in essence belong to their own separate tech tree and utilize Culture. Each of the Civics you unlock give you a new card to slot into your "Deck". Throughout the game you gain Civics Cards which you can slot in and out of your deck for specialization purposes. Your Deck layout changes based on the government type you pick.

Advancing throughout the Civics tree allows you to unlock new forms of government and opens new Civics cards which you can slot in and out and you can have in your "Deck" for specialization purposes, which depending on the government type will change the deck layout. Like with Technology, each individual Civic has their own unique in-game "side-quest" called Inspiration! moments, and like Eureka! moments some of these you'll get through playing the game regularly, and some will require some extra effort. Advancing throughout the Civics tree allows you to unlock new forms of government as well as unlocking Policy and Civics cards.

## Policies

Advancing throughout the Civics tree allows you to unlock new Policy Cards you can have in your "Deck" and throughout the game you gain Policy Cards which you can slot in and out of your deck for specialization purposes. The Policies you unlock give you a new card to slot into your "Deck". Policies come in four variations: Military Policies, Economy Policies, Diplomacy Policies, and Wildcard Policies. Note that you can change your policy cards for free every time you unlock a Civic, or with  Gold whenever you want.

## Governments

Advancing throughout the Civics tree allows you to unlock new forms of Government. In addition to providing certain built-in bonuses, each government has a different configuration of slots for Policies. For example, one government might have more "Military" slots, whereas another might not have slots for Military Policies at all and instead focus on Economy and Diplomacy. As you begin the game, you start off as a Chiefdom which is your Government type. (One Slot Military, One Slot Economy). Govt. types include Oligarchy, Autocracy, Classical Republic.
Civilization VI: Gathering Storm

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***Civilization VI: Gathering Storm*** is the second expansion for *Civilization VI*. It was released on February 14, 2019. It adds new advanced technologies, engineering projects, the fan-favorite World Congress, and introduces a living world ecosystem that showcases natural events that could enrich or challenge a growing empire. *Civilization VI: Gathering Storm* also adds eight new civilizations and nine new leaders, seven new World Wonders, and a variety of new units, districts, buildings, improvements and more.
Antananarivo

Type
 Your Civilization gains +2%  Culture for each Great Person it has ever earned.

Antananarivo is one of the City-States in Civilization VI. It is the capital of the modern state of Madagascar, and its largest and most prominent city. Antananarivo, or "Tana" for short, was founded in the 1600s by the Imerina Kingdom, in a war that exterminated the Vazimba natives of Analamanga Hill in Madagascar's central highlands. The Merina king, Andrianjaka, built fortifications and a royal palace complex on the ruins of Analamanga village. The 1,000 soldiers that Andrianjaka left to guard his palace built homes and started families, becoming the first inhabitants of Antananarivo - "The City of a Thousand."

The Imerina Kingdom eventually split into four warring factions, until the southern quadrant based out of Antanarivo succeeded in capturing the near-entirety of Madagascar under the leadership of King Andrianampoinimerina and his progeny. By the time European invaders arrived to Madagascar, they found an island unified by a king in Antananarivo, and thus chose to recognize his legitimacy as the sole sovereign of Madagascar, until deposing the Imerina Kingdom and establishing Antananarivo as their own imperial capital.

Antananarivo's status made it a magnet for all the Malagasy ethnic groups of Madagascar, as well as invaders and immigrants from all over the world. Coastal Malagasy, Chinese, Indians, Polynesians, Arabs, and Europeans have all come to and settled in Antananarivo throughout the 20th & 21st century for work and trading opportunities. It is not known what ultimately happened to the Vazimba, but popular belief in Madagascar maintains to this day that the Vazimba became malevolent spirits who haunt the wilderness and the Vazimba tombs surrounding Antananarivo.

## Benefits

* 1  Envoy: +2  Culture in your  Capital.
* 3  Envoys: +2  Culture in every Theater Square district.
* 6  Envoys: Additional +2  Culture in every Theater Square district.
* Suzerain Bonus: Your Civilization gains +2%  Culture for each Great Person it has ever earned.
Culture victory

The **Culture victory** is a victory condition in *Civilization VI*. This is one of the more difficult victories to achieve.  Culture allows players to generate  Tourism, spreading their output over the years, influencing other civilizations.

## Description

To achieve a Culture victory, you must attract visiting tourists by generating high amounts of  Culture and  Tourism. Victory is achieved when you attract more visiting tourists to your civilization than any other civilization has domestic tourists at home.

* A player's domestic tourists represent the tourists from a player's civilization that are currently happy vacationing within the player's borders.

* A player's visiting tourists represent the number of citizens a player has attracted from the domestic tourist pools of other civilizations

## Notes

The Culture victory guide teaches the applications of  Culture and  Tourism. Cultural victories require a player's mid-to-late game Tourism generation to surpass all competing civilization's individual Culture output over the years. Players must learn the best Wonders, Ideologies, and how to use Great Artists, Writers, and Musicians to spread their civilization's influence around the world.

## See also

* Domination victory
* Religious victory
* Science victory
* Score victory
Aqueduct

Era

More on this on Wikipedia:
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The Aqueduct is one of the Districts in Civilization VI.

## Description

A district that provides this city with a source of fresh water from an adjacent River, Lake, Oasis, or Mountain. Cities that do not yet have existing fresh water receive up to 6  Housing. Cities that already have existing fresh water will instead get +2  Housing. Must be built adjacent to the City Center.

## Historical Context

The remains of aqueducts, man-made watercourses, have been found scattered about ancient settlements around the world... Egypt, India, Persia, Greece, Aztecs, and especially across the once-Roman lands. Over 415 kilometers (about 258 miles) of aqueducts brought fresh water to the metropolis of Rome for drinking and bathing. These Roman aqueducts were marvels of engineering (considering the times) and often roofed, so also serving as bridges where they crossed ravines and waterways. Although there were some health issues involved in the design of aqueducts (notably the sometime use of lead to line them), in general supply of relativity-clean water was a boon to any town hoping to grow into a city.
Boudica

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 Type

More on this on Wikipedia:
→ ***Boudica***

Boudica is one of the  Great People specifically a  Great General in Civilization VI. Boudica's special retirement ability is to allow the conversion of all barbarian units, within a certain tile radius, to your own units. She is particularly useful in the early game, especially if your cities are being attacked by a large group of barbarians. However, any converted units cannot heal on their own. This limits their usefulness.
Deck

Your Deck is one of the various parts of both Civics and Policies in Civilization VI. Collect Civics Cards and Policy Cards and throughout the game you gain the various Cards which you can slot in and out of your deck for specialization purposes. The Civics & Policies you unlock give you a new card to slot into your "Deck".
India

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**India** is one of the civilizations in *Civilization VI*.

## Description

Gandhi's nonviolent independence movement led to the creation of modern India and he remains revered around the world for his commitment to peace. Ghandi's Ability is called Satyagraha for each civilization India has met which has founded a religion and is not at war, India gets a significant boost in faith. Opposing civilizations suffer additional happiness penalties for fighting wars against Gandhi.

Religion also plays into India's Dharma ability. They get the follower beliefs of all religions present in their cities, not just the one from their own religion.

Just in case the peaceful spread of religion isn't working, India does have the Varu unique unit. It reduces the combat strength of adjacent enemy units.

This Stepwell is India's unique tile improvement and provides housing and food. It gives bonus food if built next to a farm and faith if built next to a Holy Site.

Ghandi's bonuses to faith in times of peace and the Stepwell improvement mean you'll have plenty of housing and faith when you play as India. If you can become the crossroads for all the religions in your game, you'll be well on your way to victory.

## Special ability

**Dharma** - Receives Follower Belief bonuses in a city from each Religion that has at least 1 follower.

## Unique improvement

**Stepwell** - Indian Stepwells are man-made ponds in which water is aggregated at the center of a series of descending stairs. Marked by complex and elaborate designs that expanded beyond just utilitarian, stepwells made water readily available year-round for drinking, irrigation, bathing, and other uses.

## Unique unit

**Varu** - Originating in India, the Varu, otherwise known as the War Elephant, is one of the world's most intimidating cavalry units. Atop the Varu rests a wooden box where archers and pikemen can attack infantry units relatively safe from harm, while the elephant itself presents multiple dangers to any soldiers within its path.

## Cities

Delhi

if you have any other cities that can appear as the India civilization please add it

## External links

* Civilization VI: Mahatma Gandhi Leads India on civilization.com
Building

Once a District has been built in a City, players can begin populating it with correlating **Buildings**. Buildings can be built through the "Production Menu" similarly to how the district was built. Some buildings have prerequisites, such as other buildings (they'll show up grayed out) or Technology or Civic requirements (these buildings will not be visible in the Production menu). Some buildings are available to build before any districts are placed, such as the Monument. These buildings reside in the  City Center.

## The Palace

The palace is a special building in Civilization VI that's part building, part wonder. The palace appears in the first city you build, which makes that city the  Capital of your empire. If your capital city is captured, your palace will be rebuilt in another city, making that city your new capital. If you subsequently retake your original capital, the palace will move back to its original location. The palace provides a small amount of  Production,  Science,  Gold, and  Culture to your civilization, as well as a single Great Work slot.

## Maintenance

In addition to the  Production cost, most buildings will have a per-turn maintenance cost to keep them in prime shape. You can review the different maintenance costs for each of the given Buildings or in the Civilopedia, or within the tooltip of each building on the production menu. You can also review the maintenance costs of all your buildings by mousing over the  Gold icon at the very top of the UI screen.
Arabia

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**Arabia** is one of the civilizations in *Civilization VI*.

## Description

In *Civilization VI*, each civilization has two abilities. One is based on what the nation has done throughout history and the other is tailored to what happened during the ruler's reign. Saladin leads Arabia. From his promising start as a young scholar, Saladin and rose to become a legendary commander whose talents and wisdom won praise from his friends and enemies alike. Arabia's Special Ability is called The Last Prophet. When the next to last Great Prophet is claimed, Arabia automatically receives the last one if they haven't already received their prophet. This guarantees Arabia the ability to found a religion.

Arabia has always been famous for its horses and their unique unit is the Mamluk. This Knight replacement heals at the end of every turn, even if it moved or attacked. Arabia's unique building is the Madrasa. It generates more  Science than the University and it provides  Faith based on the Campus adjacency bonus.

Saladin's ability is Righteousness Of The Faith which happens to be how you translate the word *"Saladin"*. The worship building for Arabia's Religion cost very little  Faith to build and produces bonus  Science,  Faith and  Culture. Arabia can take advantage of the benefits of founding of religion without having to worry about racing for a Great Prophet. You'll want to have a Holy Site in many cities to take advantage of Saladin's ability as well.

 Science and Religion blend in Arabia and this civilization is ideally suited for either kind of victory.

## Notes

* Mamluk - This Knight replacement heals at the end of every turn, even if it moved or attacked.
* Madrasa - This unique Building generates more  Science than the University and it provides  Faith based on the Campus adjacency bonus.
* The Last Prophet - The special ability allows Arabia that when the next to last Great Prophet is claimed, Arabia automatically receives the last one if they haven't already received their prophet. This guarantees Arabia the ability to found a religion.
* Righteousness Of The Faith - The worship Building for Arabia's Religion cost very little  Faith to build and produces bonus  Science,  Faith and  Culture.

## Cities

Cairo

Baghdad
Civilization VI Wiki/Section 4

Game Features
* Expansive Empires: See the marvels of your empire spread across the map like never before. Each City spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.
* Active Research: Unlock Boosts that speed your civilization’s progress through history. To advance more quickly, use your Units to actively explore, develop your environment, and discover new Cultures.
* Dynamic Diplomacy: Interactions with other Civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.
* Combined Arms: Expanding on the "one unit per tile" design, support units can now be embedded with other units, like anti-tank support with Infantry, or a Warrior with Settlers. Similar units can also be combined to form powerful "Corps" Units.
* Enhanced Multiplayer: In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.
* A CIV for all players: Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New Tutorial systems introduce new players to the underlying concepts so they can easily get started.
* Six DLC packs that add new civilizations, leaders, scenarios, and more.

Civilization VI was released by 2k Games for the PC on October 21st, 2016.

The Wiki Community

* The Official Website
* The Wiki Community
* On Steam

**Joining in*** Register
Auckland

Type
 Shallow water tiles worked by  Citizens provide +1  Production. Additional +1  Production when you reach the Industrial Era.

Auckland is one of the City-States in Civilization VI. It is the largest city in New Zealand. Established on land originally home to Maori tribes since the 14th century, the land was sold to British settlers in the 19th century after the area of being abandoned due to inter tribal warfare. After the establishment of Auckland began a large influx of British immigrants beginning in the 1830s. It briefly served as the capital of the British colony of New Zealand before being replaced by Wellington in 1865.

## Benefits

* 1  Envoy: +2  Production in the  Capital when producing wonders, buildings, and districts.
* 3  Envoys: +2  Production in every Industrial Zone district when producing wonders, buildings, and districts.
* 6  Envoys: Additional +2  Production in every Industrial Zone district when producing wonders, buildings, and districts.
* Suzerain Bonus: Shallow water tiles worked by  Citizens provide +1  Production. Additional +1  Production when you reach the Industrial Era.
Ancient Walls

Technology
 "Provides Walls around the City Center and Encampment District. Walls allow Ranged Strikes from the City Center and Encampment district, and must be defeated before a city can be assaulted."

More on this on Wikipedia:
→ ***Ancient Walls***

**Ancient Walls** is a Building in Civilization VI.

## Notes

* Built in a City Center
* A City Center with Walls has two health bars, one for the city itself and one for the Walls. There are two upgrades to the Ancient Walls: The Medieval Walls and Renaissance Walls.
Aztec civilization pack

This premium DLC adds Aztec and leader Montezuma to Civilization VI. Montezuma was the fifth king of the city of Tenochtitlan and second emperor of the Aztecs.

## Contents

* Includes the complete Aztec civilization with Montezuma, Eagle Warrior unique unit, and Tlachtli unique building
	+ Aztec's "Legend of the Five Suns" allows them to spend builder charges to complete 20% of the original District cost
	+ Montezuma's luxury resources provide more Amenitys then usual and his units gain additional combat strength for each different luxury resource improved in Aztec lands
	+ Eagle Warriors can convert enemy units into builders
	+ Tlachtli gives additional faith and Great General points

* One new Wonder added to the base game:
	+ Huey Teocalli
Angelica Kauffman

Type

More on this on Wikipedia:
→ ***Angelica Kauffman***

**Angelica Kauffman** is a Modern Era Great Artist in *Civilization VI*.

## Great Works

Activate at a district or wonder with an available Great Work slot.

* Anna Maria Jenkins and Thomas Jenkins
* Portrait of Johann Joachim Winckelmann
* Sarah Harrop as a Muse

## Civilopedia Historical Context

Her work and life were summed up by the German Johann von Goethe, an acquaintance, thus: "The good Angelica has a most remarkable, and for a woman unheard-of, talent ..." A child prodigy, widely travelled, portrait painter to English aristocracy, immensely popular and made quite wealthy, leader in the Neoclassical movement, elected to Rome's Accademia di San Luca, and one of two females to help found England's Royal Academy in 1768 AD. Remarkable, indeed.

Maria Anna Angelica Catherina Kauffman was born in October 1741 in Coire, Switzerland; her father, Johann Josef, was a modestly successful painter of church murals. As soon as she was able to hold a piece of chalk, Angelica began sketching, copying her father's collection of art prints. Johann, recognizing her budding talent, began instructing her in various drawing and painting techniques. At the age of 11, the girl supposedly painted a portrait of the Bishop of Como, her first commission.

Angelica's reputation grew, even as she matured, and she received a growing stream of commissions from the rich and famous. In 1760, Johann moved the family to Milan because he wanted his daughter to study paintings of the Renaissance masters. But Angelica was considering a career in the opera; however, a family friend warned that the opera was a dangerous place filled with seedy people and would lead to a life of sin. Thus, at her father's urging, Angelica chose art over opera.

In 1766, Angelica relocated from Rome to London, where her fame preceded her. She was inundated with commissions, even a personal visit by the Princess of Wales, making Kauffman both a celebrity at court and greatly in demand among the snobs of England. Over the next 16 years, she came to be hailed as the greatest portraitist of her age. Angelica eventually returned to Italy, and she died in Rome in 1807.
Factory

Era
 Provides
+1 citizen slot
 Technology

**Factory** is one of the Buildings in the game Civilization VI.

## Notes

The production bonus is extended to all City Centers within 6 tiles. With strategic placement, it is possible for one Factory to affect many City Centers, and one City Center to be affected by many Factories.

## Trivia

* For Japan only, the Electronics Factory unique building replaces the normal Factory.
* The Factory is one of several buildings that affects all City Centers within a range of 6 tiles. Others include the Power Plant and Stadium, as well as the Colosseum wonder.
Great General

**Great Generals** are one of the types of  Great People in *Civilization VI*.

## Description

The main effect of Great Generals is to provide bonuses to military units near them on the battlefield. Generals have this effect by default. Regardless of who the individual is, all Generals provide +1  Movement and +5  Combat Strength for land or naval military Units (respectively) within 2 tiles. They also have an action which provides a bonus unique to the history of the individual.

* Note: Great Generals' bonus unique ability is used by retiring the unit.
Economic Policies

Economic Policies are one of the various Policies in Civilization VI.

## List Of Policies

* Urban Planning
* God King
* Ilkum
* Meritocracy
* Caravansaries
* Colonization
* Land Surveyors
* Insulae
* Corvée
* Scripture
* Gothic Architecture
* Serfdom
* Trade Federation
* Aesthetics
* Medina Quarter
* Religious Orders
* Simultaneum
* Natural Philosophy
* Colonial Offices
* Triangular Trade
* Rationalism
* Free Market
* Liberalism
* Colonial Taves
* Public Works
* Skyscrapers
* Grand Opera
* Public Transport
* Expropriation
* Resource Management
* Market Economy
* Economic Union
* New Deal
* Third Alternative
* Five Year Plan
* Collectivization
* Heritage Tourism
* Sports Media
* Satellite Broadcasts
* Ecommerce
* Online Communities

## See Also

* Military Policies
* Diplomatic Policies
* Wildcard Policies
Historic Moments

**Historic Moments** are significant events that happen throughout the history of the game, ranging from being the first to choose a new form of government, to building a Unique Unit, to discovering Natural Wonders. There are dozens of these **Historic Moments** through the course of the game, representing world-first and player first achievements. These moments differ through the eras. For example, clearing a Barbarian Camp in the Ancient Era is an important milestone, but clearing one in the Modern Era won't even merit acknowledgement. You can view your **Historic Moments** at any time in your game by clicking on the History Timeline in the upper left toolbar.

Each **Historic Moment** adds towards your Era Score for the era, which is the measure of whether you will rise into a Golden Age or sink into a Dark Age in the next era. If you are gaining lots of **Historic Moments** in an era, it means you are likely to go into a Golden Age in the next era. If you are the first player in the world to get a **Historic Moment**, you will earn more Era Score points.
Founding Fathers

**Founding Fathers** is a Special Ability for America in *Civilization VI*.

## Description

Vanilla: Earn all government legacy bonuses in half the usual time.

Rise and Fall: All Diplomatic policy slots in the current government are converted to Wildcard policy slots.

Gathering Storm: +1  Diplomatic Favor per turn for each Wildcard slot in their government.
Ching Shih

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 Type

More on this on Wikipedia:
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Ching Shih is one of the  Great People specifically a  Great Admiral in Civilization VI.

## Unique ability

**Retire (1 charge)**

Gain 100  Gold (on Standard Speed). Military units get +60% rewards for plundering sea Trade Routes.

**Passive Effect**

+5  Combat Strength and +1  Movement to Industrial and Modern era naval units within 2 units.
Euclid

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 Type

More on this on Wikipedia:
→ ***Euclid***

Euclid is one of the  Great People specifically a  Great Scientist in Civilization VI.

```
 Activating Euclid at a Campus triggers the eureka moment for Mathematics and one random technology from the Medieval era.

```
Fish

Resource Type
 Yield

**Fish** is a Bonus Resource in Civilization VI.

## Cost and Requirements

* Requires Builder to build Fishing Boats Improvement.

## Civilopedia Historical Context

Rich in protein and oils and minerals, fish have been a staple in the diet of humans since the Paleolithic Age, some 40 thousand years ago. Shell middens, piles of fish bones, cave paintings, and analysis of the Tianyuan Man show that freshwater fish were regularly consumed by prehistoric primitives. As technology developed, especially in the realm of sea-going boats, fish and all things that came from them, became ever more available to civilizations. To the point now that overfishing the Earth's oceans threatens to depopulate whole species.
Great Engineer

**Great Engineers** are one of the types of  Great People in *Civilization VI*. They are primarily about buildings, production, and especially Wonders. Many Engineers will assist in progressing construction of a Wonder much more quickly than otherwise possible, sometimes triggering a secondary effect as well. Other Engineers use charges to produce buildings in districts, sometimes above the current tech level.
Cube of Meat

**Cube of Meat** is an unlockable passive item.

## Effects

* Multiple Cubes of meat can be collected in a single run:
	+ The first cube adds an orbital that blocks shots and deals 7 damage per tick or 105 damage per second.
	+ The second cube gives the orbital the ability to shoot tears that deal 3.5 damage.
	+ The third cube stops being an orbital and hunts nearby enemies, dealing 3.5 damage twice per second.
	+ The fourth cube increases size and damage of the Meat Boy, to 5.5 damage twice per second.
	+ The fifth and subsequent cubes will start the cycle again.

## Notes

* Cube of Meat replaces one of the orbital flies when the player has 3 orbital flies. The fly returns after a third cube of meat is picked up.
* If Template:I summons a Cube of Meat while the player has one already, it will raise the stage of Meat Boy only for the current room.
* A Template:I will upgrade the Cube of Meat each time it is used, rather than creating another Cube of Meat.
* The Template:I orbital will increase the speed of the Cube of Meat if both are active at the same time.
* A level 3 or 4 Meat Boy will deal significantly less damage than the orbital form, but is also much easier to use.

## Synergies

* Template:I: Doubles both the contact and shot damage when applicable.
* Template:I: Familiar will occasionally be connected to Isaac via electricity.

## Interactions

* Template:I: Familiar will stay in place relative to Isaac at levels 1 and 2.

## Methods to create a Super Meat Boy

See the page for Unlocking Super Meat Boy & Super Bandage Girl.

## Unlockable Achievements

* Super Meat Boy **Super Meat Boy** - Make a Super Meat Boy by picking up 4 **Cubes of Meat** in one run; see methods to create a Super Meat Boy.

## Trivia

* The Cube Of Meat is a reference to Super Meat Boy, the main character of the game of the same name, developed by Edmund McMillen, creator of Binding of Isaac.
* The pickup quote is a reference to the *Pokémon* series catchphrase "Gotta catch 'em all."

## Seeds

 PC  Y9XX 1CZY

 WiiU  6R2A QJ14

fr:Cube of Meat

fr:Cube Of Meat
Denounced

*This article is a stub. You can help Civilization VI Wiki by expanding it.*

Declare Denounced is one of categories of War and Casus Belli in Civilization VI.

## When does it trigger?

Denouncing a leader can occur when a leader suspects you are doing something against them.

### Types of Denounces

* Converts Religion of one of the Civs Cities
* Sends Spies on a Mission against them
* Razes one of their cities
* Thinks you are a warmonger
Alexander

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More on this on Wikipedia:
→ ***Alexander***

**Alexander** is the leader for Macedon in *Civilization VI*.

## Intro

Great warlord, Alexander, beneath your sword shall Macedon spread throughout the world. Every kingdom shall be a unique challenge to overcome, but the rewards will be great if you remain true and brave. Turn away from peace, for there is no way to establish your legacy but from conquering vast lands. Charge, Alexander, and lead your people to glory!

## Leader agenda

Short life of Glory- Likes civilizations at war with powers other than Macedon. Has disdain for civilizations at peace.

## Quotes

"Are there no more worlds to conquer?"

"You are weak, become stronger nerd."
Hong Kong

Type

Hong Kong is one of the City-States in Civilization VI.

## Historical Context

A city state in its truest form for 99 years, Hong Kong (meaning "Fragrant Harbour") is a great port on the Chinese coast. Now home to more than seven million residents, the island of Hong Kong and its mainland territory were once the site of numerous small settlements, including those constructed by foreign merchants. In fact, trade and commerce are the sole reason Hong Kong exists.

During the Jin dinasty, the village on the island evolved into a regional trading centre thanks to its sheltered harbor and nearby salt production. During the 300-year Tang dynasty, Hong Kong flourished as an international port; the Tuen Mun district became a major naval base. In 1513 AD the Portuguese Jorge Alvares arrived, opening trade with Europe. But under the Ming dynasty Haijin edict (closed-door policy), the city began to fade. Until the British took a (heavy) hand.
Hattusa

Type
 Provides you with 1 of each strategic resource you have revealed but do not own.

Hattusa is one of the City-States in Civilization VI. Hattusa served as the capital of the Hittite Empire throughout the Late Bronze Era. It was founded by Hatti natives of Anatolia around 2500BC, before being sacked, subjugated, and then assimilated with Hittite invaders from the east around 1700BC. King Hattusili I spent much of the following century rebuilding Hattusa and developing its military capabilities.

Operating out of its imperial capital of Hattusa, the "Land of the Hatti" became a major regional power throughout the Late Bronze Era, competing for control of the Near East with the Babylonians, Israelites, and New Kingdom of Egypt, among others. Hattusa is credited with the invention of ironworking, having been home to the earliest-dated samples of smelted iron in the world. Hattusa was ultimately destroyed by Phygrian invaders during the Bronze Age Collapse, in 1200BC.

## Benefits

1  Envoy: +2  Science in your capital.

3  Envoy: +2  Science in every campus district.

6  Envoy: Additional +2  Science in every campus district.

Suzerain bonus: Provides you with 1 of each Strategic resource you have revealed but do not own.
Guilds

Era

**Guilds** is a Medieval Era Civic in *Civilization VI*.

## Quotes

"Every man should make his son learn some useful trade or profession, so that in these days of changing fortunes ... they may have something tangible to fall back upon."

- Phineas T. Barnum

"You can't go around arresting the Thieves' Guild. I mean, we'd be at it all day!"

- Terry Pratchett

## Cost and requirements

Requirements: Feudalism, Civil Service

Prerequisite: Diplomatic Service, Reformed Church

Base Cost: 385 Culture

To Boost: Build 2 Markets.

## Unlocks

* Chichen Itza
* Mbanza
* Craftsmen
* Town Charters
* Traveling Merchants

## Civilopedia historical context

At their best from the 12th through the 15th centuries, the medieval merchant and craft guilds fostered a stable and productive economy, supported charities and social reforms, helped finance roads, schools, and churches. And made possible the transition from feudalism to capitalism. Yet the guilds' conservatism, exclusivity, monopolistic practices, and political meddling eventually eroded their benefit, dooming them to irrelevance and dissolution. By the time decrees abolishing craft associations were enacted in France (1791), Spain (1840), Germany (1859), and Italy (1864), the guilds' authority had long been on the wane.

Predecessors of the trade guilds were found as early as the 3rd Century BC in Rome and Han China. But by the early Middle Ages, most Roman craft organizations (the collegia), often mutated into Christian confraternities, had disappeared - with the exception of stonecutters and glassmakers, who were employed in building all those churches. The collegia did survive in the Byzantine Empire and figured heavily in the social order of the capital; the famous Book of the Prefect c. 900 AD provides insight into an elaborate guild structure whose primary purpose was imposition of rigid controls on every craft and trade in Byzantium. This concept of control of quality and quantity and price likely spread to Italy in the 10th Century, and then through Europe in the 11th Century.

Medieval guilds were generally established by charters or letters patent issued by the governing body of a city or town, providing a monopoly on production or trade of a good or service there. The ruler was paid a tithe and the guild got to set standards and prices ... so everyone was satisfied (save maybe the consumers). Records from the late 12th Century show over 100 guilds chartered by each of the cities of London and Paris. In places, so powerful were some guilds that they became the governing body of cities, indicated by the guildhalls found in Germany, Switzerland, and Holland. But corruption, coupled with new technologies, proved their undoing.
Great Library

Era
 Technology

More on this on Wikipedia:
→ ***Great Library***

The **Great Library** is one of the Wonders in Civilization VI. The Great Library is unlocked through the Civics Tree.

## Notes

* Receive boosts to all Ancient and Classical Era Technologies.
* Must be built on flat land adjacent to a  Campus District with a Library.
Inspiration (boost)

Research of various Civics works similar to Technology in previous Civ games, but each Civic has an **"Inspiration"** objective / bonus. This bonus is a sort of Quest (such as "Meet another Civilization" or "Build a Quarry") which when completed, will award a research credit worth 50% of the  Culture previously needed to unlock that Civic. You can get the Culture credit whether or not you are currently researching the civic in question.
Give Peace a Chance

Playing as India on a Huge map, receive +35 Faith in one turn from the Satyagraha ability

**Give Peace a Chance** is one of the Achievements in the game Civilization VI.

To receive it, you have meet 7 leaders who have founded a religion (one can be India itself), and all 7 Civs must be at peace (not just you at peace with them).

Easiest on a Pangaea map.
District Strategy

The District Strategy is one of the Guides for optimal District building in Civilization VI. This guide will help you to place districts to maximize your District adjacency bonus as well as to help plan the placement of your districts to provide maximum benefit and maintain tiles for future districts or wonders that you may be planning to build.

## Strategies

* Natural Wonders are huge for building  Holy Sites and  Neighborhoods. If you can manage to settle next to one, you'll be largely rewarded.
* If your city is nearby a large amount of Deserts, taking advantage of the Petra Wonder in combination with the Desert Folklore Pantheon (additional  Faith for Desert Tiles), you can turn a tile that produces nothing into +2  Food +2  Gold +1  Production and +1  Faith on each and every Deserts Tiles for your city.
* Campuses surrounded by Mountains produce 8  Science (See image below).
* Holy Site placed next to the Yosemite National Park can be a bonus of +11  Faith, depending on surrounding Woods / Rainforests (See image below).
* Unlocking the  Feudalism Civic with a lot of Farms can give you a huge bonus to  Food in your cities.
Sticky Bombs

**Sticky Bombs** is a passive item added in the *Binding of Isaac: Afterbirth* expansion.

## Effects

* +5 bombs.
* Bombs stick to enemies.
* Spawns Blue Spiders when one of Isaac's bombs kills the enemy it has stuck to.

## Notes

* Sticky Bombs spawn the same amount of spiders even if multiple enemies are killed with a single bomb.
* Bombs spawned by Template:I retain the sticky effect of Sticky Bombs, but having an item that pierces enemies, such as Template:I, overrides the effect of Sticky Bombs.
	+ Dr. Fetus bombs will not spawn spiders even if they stick to an enemy.

## Trivia

* Sticky Bombs may be a reference to Spelunky's sticky bombs, which are also related to spiders and stick to enemies.
Great Lighthouse

Era
 Technology
 "This Lighthouse was the cynosure of all eyes." - Henry David Thoreau

More on this on Wikipedia:
→ ***Great Lighthouse***

The **Great Lighthouse** is one of the Wonders in Civilization VI.

## Notes

* +1  Movement for all naval Units.
* Must be built on the Coast and adjacent to land and a  Harbor District with a Lighthouse.

Requires:

* Lighthouse (Harbor)
* Must be adjacent to a Harbor
* Cannot be built on a Lake
* Must be built on a Coast
Butt Bombs

**Butt Bombs** is a passive item.

## Effects

* Gives the player 5 bombs.
* Bombs now cloud up the screen on detonation, briefly confusing and dealing 10 damage to all enemies in the room.

## Notes

* Butt Bombs heal Brownie, Dangle, and Dingle.
	+ The Butt Bomb effect on Template:I or Template:I does not cause healing, but normal bombs still do.

## Trivia

* This item is used in Challenges #2 (High Brow) and #13 (Beans!).

## Seeds

 PC  FHJF 3BNP (Treasure room adjacent to spawn)

 PS4  CB4S YVDH (Treasure room adjacent to spawn)

 Vita  HBHV 8LJ9 (Treasure room adjacent to spawn)

 3DS  WWPT FC7G (Treasure room adjacent to spawn)

 Switch   V7NS LJ11 (First Golden Treasure Room)

## Gallery

* Butt Bombs BombApp.png

A Butt Bomb.

fr:Butt Bombs

fr:Butt Bombs
Great Work of Music

**Great Works of Music** are Great Works that are produced by Great Musicians.

## Buildings with music slots

The following buildings have slots for Great Works of Music:

  Sydney Opera House | Atomic Era | Wonder | 3

## List of Great Works of Music

* Sobre las Olas - Juventino Rosas
* Symphony #3 (Eroica Symphony) Mvt.1 - Ludwig Van Beethoven
* Ode to Joy (Symphony #9) - Ludwig Van Beethoven
* Rokudan No Shirabe - Yatsuhashi Kengyo
* Hachidan No Shirabe - Yatsuhashi Kengyo
* Eine Kleine Nachtmusik - Wolfgang Amadeus Mozart
* Symphony #40, Mvt. 1 - Wolfgang Amadeus Mozart
Grace Hopper

*This article is a stub. You can help Civilization VI Wiki by expanding it.*

 Type

More on this on Wikipedia:
→ ***Grace Hopper***

Grace Hopper is one of the  Great People specifically a  Great Admiral in Civilization VI.

## Unique ability

**Retire (1 charge)**

Triggers the Eureka moment for 1 random technology from the Atomic of Information era.

**Passive Effect**

+5  Combat Strength and +1  Movement to Atomic and Information era naval units within 2 units.
Geneva

Type
 Your cities earn +15%  Science whenever you are not at war with any civilization.

Geneva is one of the City-States in Civilization VI.

## Benefits

1  Envoy: +2  Science in your capital.

3  Envoy: +2  Science in every campus district.

6  Envoy: Additional +2  Science in every campus district.

Suzerain Bonus: Your cities earn +15%  Science whenever you are not at war with any civilization.
Game difficulty

Players have the abilities to choose the **difficulty** in the initial game set-up. A wide variety of factors from opponent's artificial intelligence to the amount of rewards received is controlled by the difficulty.

## List of difficulties

This is a list of difficulties from easiest to hardest:

* Settler - Easiest
* Chieftain
* Warlord
* Prince - Default
* King
* Emperor
* Immortal
* Deity - Hardest

## Difficulty bonuses

At higher difficulty settings, the AI begins to receive bonuses to help give them advantage over the player. The tables below detail these bonuses.

### Starting units

*Note: City States always only get 1 Settler and 2 Warriors*
Hills

Movement
 Defense

**Hills** is one of the various Terrain types in Civilization VI.

## Description

This terrain is obviously difficult to farm and move through. They do provide good defensive bonuses and a wide variety of resources. Units that are placed on top of hills can see over the "blocking terrain." They also provide combat bonuses and increased productivity to nearby cities.

## Trivia

* As with Rivers and Oceans, Hills now require the full Movement points to cross, instead of just ending a Unit's movement with half a movement remaining.
Giant's Causeway

"The remains of some mighty fabric, hurled into desolation by a tremendous earthquake, or some other equally terrible convulsion of nature." - Philip Dixon Hardy

More on this on Wikipedia:
→ ***Giant's Causeway***

The **Giant's Causeway**, a basalt formation of Northern Ireland formed via volcanic activity, is one of the Natural Wonders in Civilization VI.
Information Era

Information Era is one of the Eras in Civilization VI.

## Information

A world of information rests in the palm of your hand, and networks for instantaneous communication span the globe. Yet a unified vision of our future has never been built. We compete in technology, culture, and politics. We have deadly weapons that could destroy our planet. Lead us carefully, but boldly, and build a global community that can stand for years to come.
Ouija Board

**Ouija Board** is a passive item.

## Effect

* Grants spectral tears that travel through obstacles (but not enemies) instead of breaking on impact with them.

## Synergies

* Template:I: When tears pass through a solid objects, like rocks, they will split, resulting in many tears shooting out from every rock the original tear passed through.

## Interactions

* Template:I: Aesthetic only, no effect.
	+ Azazel: Only cosmetic effect.
* Template:I: No effect.
* The Lost: Useless, as The Lost starts with spectral tears by default.
* Template:I: The knife becomes transparent, but since it already goes through rocks and other obstacles, Ouija Board has no effect.

## Trivia

* A Ouija Board is a flat board marked with the letters of the alphabet, the numbers 0–9, the words "yes", "no", "hello" (occasionally), and "goodbye", along with various symbols and graphics. It's believed to be a "spirit communicator" allowing you to talk with spirits.
* Isaac's expression seems to be from the film "The Ring", after a victim has been killed after 7 days.

## Seeds

 PC  : 0S1C SE4Z (First treasure room next to spawn)

 PC  : 61EV PBCH (First treasure room next to spawn)

 Vita  : BHT0 KV4A (First treasure room next to spawn)

 Switch  Greedier mode only H24A 1ENR (First Golden Treasure Room)

fr:Ouija Board
Grassland (Hills)

**Grasslands (Hills)** is one of the various Terrain types in Civilization VI.

## Description

*From Civilopedia*

One way to protect all those riches was to put troops on top of hills when attacked, for (until bullets and bombs were invented) holding the high ground was a pretty good strategy. Thus, in time, hills were dotted by civilization's forts and castles, with fine views over the surrounding countryside.

## Traits

Movement Change: 1

Defense Modifier: 3

Hills

+2 Food

+1 Production

## Valid Resources

Antiquity Site, Coal, Copper, Diamonds, Iron, Marble, Sheep, Stone, Tea, Uranium

## Related Content

Grasslands, Coast/Lake, Desert, Hills, Ocean, Plains, Snow, Tundra
Improvement

The various Improvement in Civilization VI.

Improvements are built by particular units on almost any tile within your cities that is not occupied by a city center, district, mountain, natural wonder, or world wonder. The type of improvement that can be built on a tile is determined by the qualities of the tile including the terrain and resources.
Great Scientist

**Great Scientists** are one of the types of  Great People in *Civilization VI*. They have a variety of possible effects, but many are focused on the triggering of tech boosts or otherwise speeding scientific advancement. These tech boosts will not stack with the ones earned from normal play. This means, for example, that a player cannot get one boost on a tech from a Great Scientist for 50% its cost and then boost it with its normally available game trigger to complete it.