GAME MECHANICS HOARD

ADJACENCY BONUSES

Placing a tile, building, or unit next to a related one grants a bonus, so where you build matters as much as what you build.

Civilization VI's district system is the canonical example: a campus beside mountains, a harbor beside the city center. Designers use adjacency to turn placement into a spatial optimization puzzle — the map becomes a board where good sites are contested and layout planning is a skill. It rewards foresight (reserving tiles for future synergies) and reading terrain. Key decisions: bonus magnitude (strong enough to shape decisions, not so strong that one perfect layout dominates), whether bonuses stack or diminish, and legibility — players must be able to preview a placement's yield before committing, or the system devolves into wiki-checking. Pitfall: adjacency math so opaque that only spreadsheet players engage with it, while everyone else places buildings randomly and misses the whole system.

SEEN IN

SYNERGIZES WITH

CONFLICTS WITH

VIEW “ADJACENCY BONUSES” IN THE MAP ▶