The “one more turn” syndrome of Civilization VI is fueled by the intricate web of decisions players make, with city placement being one of the most critical. The community has long debated the merits of playing “tall” (a few, highly populous cities) versus “wide” (many smaller cities). But what if there was a third option? What if two adjacent cities could merge into a single, sprawling “Metropolis”? This guide delves into the strategic implications of such a mechanic, analyzing its potential impact on every facet of the game.
The Metropolis: A New Era of Urban Development
The concept of a Metropolis is simple: two adjacent cities, under your control, combine to form a single, more powerful urban center. This would be a late-game mechanic, unlocked by a new Civic, perhaps in the Industrial or Modern era, reflecting the increasing urbanization of the time. The process would be irreversible and require a significant investment of time and resources, representing the immense undertaking of integrating two city-states.
The Mechanics of a Merger
According to the player community, a Metropolis merger could work as follows:
- Initiation: A special project, “Urban Integration,” would become available in a city’s project queue once the prerequisite Civic is unlocked. The target city for the merger must be within a certain proximity, likely 3-4 tiles.
- Integration: The project’s duration would be significant, perhaps 20-30 turns on standard speed. During this time, both cities would suffer a temporary penalty to all yields, representing the disruption of the merger.
- Completion: Upon completion, the target city’s tile would become a “Borough” of the primary city, and all its tiles, population, and districts would be absorbed by the Metropolis.
The New Urban Landscape: Boroughs and Districts
The most profound change would be the introduction of “Boroughs.” The former city center of the absorbed city would become a Borough, a new type of specialty district with unique properties.
- Boroughs: A Borough would act as a “super” Government Plaza, providing significant adjacency bonuses to all surrounding districts. It would also increase the Metropolis’s district cap, allowing for further specialization.
- District Integration: All districts from the absorbed city would be retained. If the Metropolis now has two of the same district (e.g., two Campuses), their yields would stack, and their buildings’ effects would apply to the entire Metropolis. For example, two Libraries would both contribute their science and citizen yields to the Metropolis. This would create unprecedented opportunities for specialization.
- Wonder Integration: Any World Wonders in the absorbed city would be retained and their benefits would apply to the entire Metropolis. This would make the strategic placement of Wonders even more critical.
Strategic Implications of the Metropolis
The introduction of Metropolises would revolutionize every aspect of Civilization VI strategy. Analysis on forums shows that players would need to rethink everything from city placement to victory conditions.
A New “Tall vs. Wide vs. Metropolis” Meta
The current “tall vs. wide” debate would be turned on its head. A Metropolis strategy would offer a third path, combining the best of both worlds.
- Early Game (Wide): Players would still be incentivized to play wide in the early game, settling many cities to claim territory and resources.
- Mid-Game (Planning): The mid-game would become a crucial planning phase. Players would need to identify potential Metropolis sites and begin developing the two adjacent cities in a way that would maximize their future synergy.
- Late Game (Metropolis): In the late game, players would execute their Metropolis plans, merging cities to create powerful economic, scientific, or cultural hubs.
The Power of Specialization
A popular strategy is to specialize cities for specific tasks. Metropolises would take this to a whole new level.
- The “Scienceopolis”: Imagine merging two cities, each with a high-adjacency Campus and an Industrial Zone. The combined science output from two sets of Libraries, Universities, and Research Labs, powered by the production of two Industrial Zones, would create a scientific powerhouse capable of blazing through the tech tree.
- The “Cultureopolis”: A Metropolis with two Theater Squares, each filled with Great Works, would generate an enormous amount of tourism. Add in a few Wonders, and you have a cultural juggernaut that could dominate the race for a Culture Victory.
- The “Goldopolis”: Two Commercial Hubs and two Harbors in a single Metropolis would create an economic engine capable of funding a massive army or buying the loyalty of every city-state on the map.
Impact on Victory Conditions
The introduction of Metropolises would have a profound impact on every victory condition.
Domination Victory
Many professional gamers suggest that Metropolises would become the ultimate military assets.
- Production Powerhouse: A Metropolis with multiple Industrial Zones and Encampments would be able to produce units at an astonishing rate.
- Strategic Chokepoints: A well-placed Metropolis could control a critical strategic chokepoint, making it nearly impossible for an enemy to pass.
- High-Value Targets: Conversely, Metropolises would become high-value targets for enemy armies. The capture of a Metropolis would be a devastating blow, crippling an empire’s economy and military production.
Science Victory
Analysis on forums shows that Metropolises would be a game-changer for the Science Victory.
- Accelerated Research: The “Scienceopolis” described above would be the key to a Science Victory. The ability to stack the science output of two Campuses would give a huge advantage in the race to the stars.
- Spaceport Production: A Metropolis with high production would be able to build the Spaceport and its projects much faster than a single city.
Culture Victory
The player community agrees that Metropolises would be a powerful tool for achieving a Culture Victory.
- Tourism Generation: The “Cultureopolis” would be a tourism-generating machine. The ability to have two Theater Squares, two Museums, and multiple Wonders in a single city would be a massive advantage.
- Great Person Generation: A Metropolis would have more districts, which would lead to more Great Person points, making it easier to recruit the Great Artists, Musicians, and Writers needed for a Culture Victory.
Religious Victory
The impact of Metropolises on the Religious Victory is more nuanced.
- Faith Generation: A Metropolis with two Holy Sites would generate a large amount of Faith, allowing for the purchase of more religious units.
- Religious Pressure: A Metropolis would exert a massive amount of religious pressure on surrounding cities, making it a powerful tool for converting enemy cities.
- Vulnerability: However, a Metropolis would also be a prime target for enemy Apostles and Inquisitors. The loss of a Metropolis to a rival religion would be a major setback.
Diplomatic Victory
Metropolises would also have a significant impact on the Diplomatic Victory.
- Diplo Favor Generation: A Metropolis with a Diplomatic Quarter and a Government Plaza would generate a large amount of Diplomatic Favor.
- City-State Influence: The economic power of a “Goldopolis” would make it easy to become the suzerain of every city-state on the map, a key component of the Diplomatic Victory.
The Challenges and Drawbacks of a Metropolis
While the benefits of a Metropolis are clear, there would also be significant challenges and drawbacks to consider.
The Amenity Crisis
The biggest challenge of managing a Metropolis would be amenities. A massive population would require a huge number of amenities to keep happy.
- Amenity Penalties: A Metropolis with negative amenities would suffer from severe penalties to all yields and could even spawn rebels.
- Entertainment Complexes: Players would need to build multiple Entertainment Complexes and Water Parks to keep their Metropolis happy.
- Luxury Resources: The demand for luxury resources would be higher than ever.
The Loyalty Dilemma
A Metropolis would exert a huge amount of loyalty pressure on surrounding cities, but it would also be vulnerable to loyalty pressure from other civilizations.
- Loyalty Flipping: A Metropolis on the border with another civilization could be “loyalty-flipped,” a devastating blow to any empire.
- Governors: The strategic use of Governors with loyalty-boosting promotions would be essential for maintaining control of a Metropolis.
The Risk of “All Your Eggs in One Basket”
A Metropolis would be a powerful asset, but it would also be a huge risk.
- Single Point of Failure: The loss of a Metropolis to an enemy army or a natural disaster would be a catastrophic event.
- Strategic Diversification: Players would need to decide whether to concentrate their power in a few Metropolises or to maintain a more diversified empire of smaller cities.
A New Strategic Frontier
The introduction of a Metropolis mechanic would be a revolutionary change for Civilization VI. It would add a new layer of strategic depth to the game, forcing players to rethink their approach to city planning, specialization, and victory conditions. The “tall vs. wide” debate would be replaced by a new, more complex “tall vs. wide vs. Metropolis” meta. While the challenges of managing a Metropolis would be significant, the rewards would be even greater. The player who can master the art of the Metropolis will have a powerful new tool for achieving victory, no matter which path they choose.

