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civ6-adjacency-optimizer-civ6libciv6 邻接优化器 civ6lib

Agent Skill

civ6-adjacency-optimizer-civ6lib 用于补充效率相关能力,适合在 OpenClaw 中需要让 Agent 承接效率相关任务时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:civ6-adjacency-optimizer-civ6lib(civ6 邻接优化器 civ6lib)
来源仓库:https://github.com/wu-uk/civ6-adjacency-optimizer-civ6lib
安装命令:
openclaw skills install civ6-adjacency-optimizer-civ6lib
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openclaw skills install civ6-adjacency-optimizer-civ6lib

简介

文明6区力学图书馆。在处理地区安置验证、邻接奖金计算或了解 Civ6 游戏规则时使用。

SKILL.md

name
civ6lib
description
Civilization 6 district mechanics library. Use when working with district placement validation, adjacency bonus calculations, or understanding Civ6 game rules.

Understanding Civ6 District Mechanics

Complete reference for Civilization 6 district placement and adjacency bonus systems (Gathering Storm).

Modules

  • placement_rules.py - District placement validation rules
  • adjacency_rules.py - Adjacency bonus calculation engine

For hex grid utilities (neighbors, distance, etc.), use the hex-grid-spatial skill or import from src.hex_utils.

Usage

from civ6lib import (
    # Placement
    DistrictType, Tile, PlacementRules, get_placement_rules,
    validate_district_count, validate_district_uniqueness,
    # Adjacency
    AdjacencyCalculator, get_adjacency_calculator,
)

# Validate a placement
rules = get_placement_rules(tiles, city_center=(21, 13), population=7)
result = rules.validate_placement(DistrictType.CAMPUS, 21, 14, {})
if result.valid:
    print("Valid placement!")

# Calculate adjacency bonus
calculator = get_adjacency_calculator(tiles)
total, per_district = calculator.calculate_total_adjacency(placements)

Part 1: Placement Rules

City Placement Rules

Minimum Distance Between Cities

ConditionMin DistanceTiles Between
Same landmass4 tiles3 tiles
Different landmasses3 tiles2 tiles

Invalid Settlement Tiles

  • Water (Coast, Ocean, Lake)
  • Mountains
  • Natural Wonders

Note on City Center Features

Settling a City Center on a tile with Geothermal Fissure or Luxury/Strategic Resources preserves them (they remain and provide adjacency bonuses to nearby districts). Districts cannot be placed on these tiles.

District Placement Rules

Universal Rules (All Districts)

RuleDescription
DistanceWithin 3 tiles of City Center
MountainsCannot place
Natural WondersCannot place
Strategic ResourcesCannot place (Iron, Horses, Niter, Coal, Oil, Aluminum, Uranium)
Luxury ResourcesCannot place
Existing DistrictCannot place on occupied tile
Bonus ResourcesCAN place (resource destroyed)
Woods/Rainforest/MarshCAN place (feature destroyed)

District-Specific Rules

DistrictSpecial Requirement
HarborMust be on Coast/Lake, adjacent to land
Water ParkMust be on Coast/Lake, adjacent to land
AerodromeMust be on flat land
SpaceportMust be on flat land
EncampmentNOT adjacent to City Center
PreserveNOT adjacent to City Center
AqueductAdjacent to City Center AND fresh water (Mountain, River, Lake, Oasis)
DamOn Floodplains, river crosses 2+ edges

District Limits

Population Formula

max_specialty_districts = 1 + floor((population - 1) / 3)
PopulationMax Districts
1-31
4-62
7-93
10-124

Non-Specialty Districts (Don't Count)

These can be built regardless of population limit:

  • Aqueduct / Bath
  • Neighborhood / Mbanza
  • Canal
  • Dam
  • Spaceport

Uniqueness Rules

RuleDistricts
ONE per cityCampus, Holy Site, Theater Square, Commercial Hub, Harbor, Industrial Zone, Entertainment Complex, Water Park, Encampment, Aerodrome, Preserve
Multiple per cityNeighborhood
ONE per civilizationGovernment Plaza, Diplomatic Quarter

Part 2: Adjacency Bonus Rules

Critical Rule: Minor Bonus Calculation

Each +0.5 type is floored SEPARATELY, then summed!

WRONG:
  IZ with 1 Mine + 1 Lumber Mill + 1 District
  = floor(3/2) = 1  ❌

CORRECT:
  Mine: floor(1/2) = 0
  Lumber Mill: floor(1/2) = 0
  District: floor(1/2) = 0
  TOTAL = 0  ✓

Adjacency Rules by District

Campus (+Science)

BonusSource
+2 eachGeothermal Fissure, Reef
+1 eachMountain
+0.5 eachRainforest (floor separately)
+0.5 eachDistrict (floor separately)

Holy Site (+Faith)

BonusSource
+2 eachNatural Wonder
+1 eachMountain
+0.5 eachWoods (floor separately)
+0.5 eachDistrict (floor separately)

Theater Square (+Culture)

BonusSource
+2 eachWonder (built wonder)
+2 eachEntertainment Complex, Water Park
+0.5 eachDistrict (floor separately)

Commercial Hub (+Gold)

BonusSource
+2If tile is ON a river (binary!)
+2 eachAdjacent Harbor
+0.5 eachDistrict (floor separately)

Harbor (+Gold)

BonusSource
+2 eachAdjacent City Center
+1 eachCoastal Resource (Fish, Crabs, Whales, Pearls)
+0.5 eachDistrict (floor separately)

Industrial Zone (+Production)

BonusSource
+2 eachAqueduct, Dam, Canal
+1 eachQuarry, Strategic Resource
+0.5 eachMine (floor separately)
+0.5 eachLumber Mill (floor separately)
+0.5 eachDistrict (floor separately)

Districts with NO adjacency bonuses

  • Entertainment Complex
  • Water Park
  • Encampment
  • Aerodrome
  • Spaceport
  • Government Plaza
  • Preserve

Government Plaza Adjacency Bonus

Government Plaza gives +1 adjacency bonus to adjacent specialty districts.

Districts that benefit when adjacent to Government Plaza:

  • Campus (+1)
  • Holy Site (+1)
  • Theater Square (+1)
  • Commercial Hub (+1)
  • Harbor (+1)
  • Industrial Zone (+1)

Note: Government Plaza also counts toward the +0.5 per district minor bonus.

Districts That Count for "+0.5 per District"

Counts: Campus, Holy Site, Theater Square, Commercial Hub, Harbor, Industrial Zone, Entertainment Complex, Water Park, Encampment, Aerodrome, Spaceport, Government Plaza, Diplomatic Quarter, Preserve, City Center, Aqueduct, Dam, Canal, Neighborhood

Destruction Effects

Placing ANY district destroys:

  • Woods (FEATURE_FOREST)
  • Rainforest (FEATURE_JUNGLE)
  • Marsh (FEATURE_MARSH)
  • Bonus Resources

This affects OTHER districts' adjacency!


Key Classes

DistrictType (Enum)

All district types: CAMPUS, HOLY_SITE, THEATER_SQUARE, COMMERCIAL_HUB, HARBOR, INDUSTRIAL_ZONE, etc.

Tile (Dataclass)

Represents a map tile with terrain, features, resources, rivers.

PlacementRules

Validates district placements against all game rules.

AdjacencyCalculator

Calculates adjacency bonuses based on surrounding tiles and districts.


Quick Validation Checklist

  1. Is tile within 3 of city center?
  2. Is tile NOT a mountain/natural wonder?
  3. Is tile NOT a strategic/luxury resource?
  4. Is tile unoccupied?
  5. Does district meet special requirements?
  6. Does city have district slots available?
  7. Is this district unique and not already built?

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