What if the foundational rules of Civilization 6 were turned on their head? Imagine a scenario where the familiar strategy of spamming libraries and markets across your sprawling empire is no longer viable. Picture a world where every building choice is a monumental decision, a permanent commitment for your entire civilization. This is the reality of a game where you can only build one of each building in your entire empire. This single, seemingly simple change would ripple through every aspect of gameplay, from the first turn to the final victory screen. The player community has long debated the theoretical implications of such a constraint, and analysis on forums shows that it would force a complete re-evaluation of every strategic decision. This guide will delve into the profound strategic shifts required to thrive in this challenging new paradigm, offering a comprehensive analysis of how to navigate this unique and demanding playstyle.
The Foundational Buildings: Your First Picks
In a world of limited resources, the first buildings you construct will set the trajectory for your entire empire. According to the player community, the initial choices are critical and will have far-reaching consequences. The Monument and Granary, often considered essential early-game buildings, become even more so in this scenario. The Monument’s early culture boost is non-negotiable, as it accelerates your progress through the civic tree, unlocking vital policies and government types. The Granary, with its housing and food, is the engine of population growth, and a single, well-placed Granary will be the cornerstone of your largest city.
However, the real strategic divergence begins with the next tier of buildings. A popular strategy is to prioritize buildings that provide empire-wide benefits or that can be moved. The Ancestral Hall in the Government Plaza, for instance, becomes an S-tier building. Its bonus production towards settlers means that your one Ancestral Hall will fuel the expansion of your entire empire. Similarly, the Warlord’s Throne, with its production bonus after conquering a city, becomes a game-changer for a domination-focused civilization. These buildings, housed in the single Government Plaza you can build, become the heart of your empire’s unique identity.
The Great Economic Divergence: Market vs. Lighthouse
The choice between a Market and a Lighthouse has always been a key strategic decision, but in this scenario, it becomes a civilization-defining one. You can only have one Market and one Lighthouse in your entire empire. This means you must decide, early on, whether your economic heart will be on land or at sea. Analysis on forums shows that the choice is heavily dependent on your starting location and long-term goals.
A Market, placed in a city with a strong Commercial Hub, will be the center of your land-based trade empire. This city will be your economic powerhouse, generating the gold needed to fund your army, purchase buildings, and maintain your infrastructure. The city with the Market will likely be your capital, or a city with exceptional production and a river, to maximize the Commercial Hub’s adjacency bonuses.
On the other hand, a Lighthouse, in a city with a natural harbor and abundant sea resources, will be the hub of your maritime trade network. This city will be your gateway to the world, with trade routes reaching distant continents and bringing in vast wealth. Many professional gamers suggest that a Lighthouse is the superior choice if you are playing on a water-heavy map, as it also provides food and production, making the host city a versatile powerhouse. The single Lighthouse will be the lynchpin of your naval empire, and its location will determine the flow of trade and wealth for your entire civilization.
Powering Your Empire: The Industrial Zone Dilemma
The Industrial Revolution arrives, and with it, a new set of agonizing choices. The Workshop, Factory, and Power Plant are the engines of production, but you can only build one of each. This means you must create a single, hyper-specialized industrial center. A popular strategy is to create a “super-city” that will be the manufacturing heart of your empire. This city will have your one Industrial Zone, and it will be the only city with a Workshop, Factory, and eventually, a Power Plant.
The location of this industrial super-city is critical. It must have high-production tiles, such as hills and mines, to maximize the Industrial Zone’s adjacency bonuses. It should also be centrally located, to be able to provide its production benefits to as many other cities as possible. The Factory and Power Plant’s regional effects are no longer a consideration; instead, you have a single city that will be responsible for building your wonders, your military, and your space race projects. This city will be a marvel of engineering, a testament to your strategic planning, but it will also be a tempting target for your enemies.
The Amenity Crisis: A New Era of Entertainment
Amenities, often an afterthought in a standard game, become a critical resource in this scenario. With only one Arena, one Zoo, and one Stadium, you can no longer rely on spreading entertainment buildings throughout your empire to keep your citizens happy. According to the player community, this limitation forces a complete rethinking of how to manage amenities.
Your one Entertainment Complex or Water Park will be a beacon of happiness in a sea of discontent. The city that houses it will be a metropolis of joy, but the rest of your empire will be struggling. This means you must rely on other sources of amenities. Luxury resources become exponentially more valuable, and you will need to trade for them aggressively. Policy cards that provide amenities, such as Retinues and Liberalism, become essential. Religious beliefs that grant amenities, such as Zen Meditation and Jesuit Education, are no longer niche choices but are now top-tier picks. You will need to become a master of amenity management, using every tool at your disposal to keep your empire from collapsing into rebellion.
Science and Culture: A Tale of Two Districts
The paths to a Science or Culture victory are also dramatically altered. You can only build one Library, one University, and one Research Lab. This means you must create a single, dedicated city of science. This city will be your beacon of knowledge, your sole source of scientific advancement. It will house your one Campus district, and it will be the only place where you can build the buildings that will propel you to the stars. The location of this city is paramount. It should be near mountains or geothermal fissures to maximize the Campus’s adjacency bonuses. It will be the home of your Great Scientists, and it will be the city that builds the spaceport.
Similarly, for a Culture victory, you will have a single city of art and music. This city will have your one Theater Square, and it will be the only place where you can build an Amphitheater, an Art Museum, and a Broadcast Center. This city will be a cultural mecca, a vibrant hub of creativity that will attract Great Artists, Musicians, and Writers from around the world. Its wonders will be the envy of the world, and its tourism output will be the engine of your cultural victory. The choice of which city to specialize in science and which to specialize in culture will be one of the most important decisions you make.
The Unsung Heroes: Situational Buildings That Become Essential
Many buildings that are considered situational in a standard game become essential in this scenario. The Diplomatic Quarter, for instance, becomes a must-build for any player, not just those pursuing a Diplomatic Victory. Its ability to generate influence with city-states is invaluable when you can’t build multiple envoys. The Government Plaza, already a powerful district, becomes the undisputed heart of your empire, as its unique buildings provide empire-wide bonuses that are impossible to replicate.
Even buildings like the Sewer and the Barracks take on a new importance. The single Sewer you can build will be a vital source of housing in your largest city, and the single Barracks or Stable will be the only place where your units can gain extra experience. These “unsung heroes” of the building tree become critical components of your empire’s infrastructure, and their placement will require careful consideration.
Impact on Victory Conditions
This “one of each building” rule has a profound impact on every victory condition.
- Domination Victory: A Domination Victory becomes a significant challenge. Your military production is concentrated in a single city, making it difficult to build a large and diverse army. You will need to rely on a small, elite force, and you will need to be a master of logistics to keep your army supplied and reinforced. The Warlord’s Throne becomes an essential building, as it will help you to snowball your production after each conquest.
- Science Victory: A Science Victory is still achievable, but it requires a laser-like focus. Your single city of science will need to be a powerhouse of research, and you will need to protect it at all costs. The Royal Society in the Government Plaza becomes a critical building, as it will allow you to use your builders to speed up your space race projects.
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Culture Victory: A Culture Victory is perhaps the most interesting challenge. Your single city of culture will need to be a work of art, a masterpiece of city planning. You will need to build wonders, attract Great People, and use your one Broadcast Center to its full potential. The community on forums suggests that a strong faith game is essential for a Culture Victory in this scenario, as you will need to use your faith to purchase Great People and naturalists.
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Religious Victory: A Religious Victory is a very strong option in this scenario. Your faith generation is not as dependent on buildings as other yields, and you can still build multiple Holy Sites. Your one Temple will be the heart of your religion, but you can still spread your faith with an army of Apostles and Missionaries.
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Diplomatic Victory: A Diplomatic Victory is also a very viable path. Your one Diplomatic Quarter will be the center of your diplomatic efforts, and you will need to be a master of the World Congress. City-states become even more important, as they are a key source of diplomatic favor.
Conclusion
The “one of each building” challenge transforms Civilization 6 into a new and exciting game. It forces you to make hard choices, to think strategically, and to adapt to a constantly changing world. Every decision has weight, and every building is a precious resource. While this scenario is a significant departure from the standard game, it is a rewarding one for players who are looking for a new and challenging experience. Analysis on forums shows that players who have tried this challenge have found it to be one of the most engaging and strategic ways to play the game. It is a true test of a player’s skill and a testament to the depth and complexity of Civilization 6.