National Park (Civ6)

7,097pages on
this wiki
Add New Page
Talk0 Share

BackArrowGreen Back to Improvements

Establishing a National Park (Civ6)

When a Naturalist is selected, the suitable locations for a National Park are highlighted.

In Civilization VI, National Parks represent the new environmental drive of your people in the Modern Era. They work as a sort of special Tile Improvement, which covers much more land than normal improvements, and provides a boost to Tourism6 Tourism and Amenities6 Amenities.

National Parks are designated by a special Civilian unit - the Naturalist. They can only be established on a cluster of four contiguous hexes that meet the following requirements:

  • All tiles must be on land.
  • The tiles must be Natural Wonders, Mountains, or a tile with an Appeal of Charming or better.
  • All four of the tiles must be owned by the same city (that is, be in its territory).
  • The tiles must form a vertical diamond shape.
  • No tile can have an improvement or a district on it. Roads are permitted, though.

A National Park's Tourism6 Tourism output is equal to the total Appeal of all the tiles included in the park.

Creating a National Park will also give your civilization extra Amenities6 Amenities. You will receive 2 Amenities6 Amenities in the city that owns the park and 1 Amenities6 Amenity towards the 4 closest cities in your empire.

Strategy Edit

Establishing National Parks could turn into one of the greatest challenges in the game, because of their special placement requirements (I remember that once I spend the better part of 50 turns looking for a suitable place). However, the result is well worth the effort, especially for players pursuing a Cultural victory. The combined Tourism6 Tourism output of a single Park could range from 8 (if all tiles have the minimum Charming Appeal of 2) to more than 24!

The key to establishing Parks is, as with everything else in this game, planning. You should mark the areas where in the future you would want to establish Parks, and avoid constructing Districts on them (because once placed they cannot be removed, unless the parent city itself is destroyed). Furthermore, you should avoid placing Appeal - diminishing Districts nearby (Industrial Zone, Encampment, Airport and Spaceport), and conversely - try to build Appeal-raising Districts (Holy Site, Entertainment Complex, Theater Square). Remember to build next to, and not on the potential Parks! You can build improvements there, but know that you will have to Remove them eventually. Finally, you could built the Eiffel Tower Wonder (which raises Appeal in all your territory by 2), or use the Great Engineers Alvar Aalto and Charles Correa in a city close to the future Park.

Prime locations for establishing Parks are Natural Wonder tiles - they are automatically considered valid, and they raise the Appeal of nearby tiles, thus helping them achieve the minimum requirement. It is interesting that, when designated, these Parks receive the name of the Natural Wonder itself (something like 'Yosemite Valey National Park), which is very much like real life!

Another good location are Mountains, especially long vertical chains. In these, you will have most of the tiles valid already, and you will just need to include them in the territory of a nearby city. Remember that you will always need one non-Mountain tile, from which the Naturalist to activate the Park; this tile will have to be at least Charmingly-Appealed, and without any sign of civilization, though.

Creating suitable land for Parks Edit

Despite all your planning, you may discover that when selecting your Naturalist the coveted white pattern doesn't appear anywhere. Thankfully, there is something you can do, and fast, to create such places. Your main weapons are two: Manipulating terrain features to improve Appeal, and buying Land tiles. Here is what you should do:

  1. Analyze your land. Remember, you're looking for four neighbor tiles, creating a vertical diamond-shape. If you have lots of Mountains, or a Natural Wonder, these are the places where you should start your analysis. But remember - you always need at least one tile which is passable there! Next, look at Coastal regions - all of these have naturally higher Appeal rating, so chances are you will find spots which almost fit all requirements.
  2. Identify problems. Take a careful look at all potential spots, and see what hinders them from becoming suitable. Chances are, the Appeal of one or more tiles isn't high enough, or there is an Improvement on one. Or, you have a Territory problem. Of all these, Improvement problems are the easiest to solve - just take a Builder and go remove the problematic Improvement!
  3. Raising Appeal. The second most common problem when creating Parks is that one or more tiles in your target location don't have the minimum Appeal of Charming (which means rating 2). However, you can fix this by manipulating Terrain Features! You can do two things, depending on the land you have: Remove existing features which diminish Appeal (that is, Rainforests and Marshes). If there are no such features, you can also Plant Woods. Any tile with Woods adds +1 Appeal not only on itself, but also on neighbor tiles! If you can place woods on all four tiles, you can potentially rise their Appeal by 4, which should be more than enough!
  4. Buy tiles. The final, and most difficult requirement to satisfy is that all four potential tiles must 'belong' to the same city. This one is a real pain in the ass! Many times one or more tiles would belong to a neighbor city (in which case there's nothing you can do!), or tiles necessary to complete the pattern would be out of your borders. In this second case, and if the missing tiles are within 'buying distance' of the city, all you need is to Purchase them! However, if they are too far, there's nothing you can do but wait for the city to expand to them naturally.
Civilization VI [edit]

AgendasBeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsImprovementsLeadersPantheonsPolicy CardsPromotionsResourcesScenariosTechnologiesTerrainUnits (Unique Units) • Wonders (Natural)


AmenitiesBarbariansCityCombatDiplomacy (Gossip, Warmongering) • EspionageEureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTrade RoutesVictory

Civ6Culture CultureCiv6Faith FaithCiv6Food FoodCiv6Gold GoldCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cards

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.