Industrial

Buenos Aires

Suzerain and envoy bonuses summarised in our own words from the game data.

Suzerain bonus

Your bonus resources count as luxuries: each type provides 1 Amenity.

Game data traceMINOR_CIV_BUENOS_AIRES_UNIQUE_INFLUENCE_BONUS

Strategy guide

Bonus resources start acting like luxuries — one amenity per type, empire-wide. The catch: you must keep them on the map, so stop harvesting wheat and stone the moment you take suzerainty. A map with six bonus resource types quietly solves amenities for an entire mid-size empire.

Best civs & plans

Best for wide empires fighting amenity pressure. Conflicts with harvest-heavy plans (Magnus chops) — decide which economy you are running before committing envoys.

Envoy plan

Take suzerainty in one step — three envoys at once — rather than trickling them in, because the decision to stop harvesting has to be made at the same time and half-measures waste both. Buenos Aires is industrial, so the ladder gives district and building Production in Workshop and Factory cities; that is a bonus wide empires use anyway, making six envoys defensible for a builder who also needs the amenities. The AI competes for industrial city-states moderately hard, and a rival who takes it does not even benefit much, so a single-envoy margin is usually enough after the initial three. Divert here the envoys you would spend on entertainment-style fixes elsewhere — with four or five bonus resource types on your land, this city-state replaces an Entertainment Complex in every city.

Value by era

Early-game amenities are rarely the constraint, and harvesting a wheat or a copper for a fast settler is worth more than an amenity nobody needs, so the ancient era is the wrong time to commit. The value peaks in the classical-to-Renaissance stretch when a wide empire crosses eight or ten cities and every third city starts complaining: at that point four or five bonus resource types provide the same amenity coverage as importing a fistful of luxuries, without the Gold. Through the industrial era it holds steady while your cities grow and demand more. Late in the game amenities come from Stadiums, Zoos and policy cards, and the Production forgone by never harvesting for Magnus chops starts to look large in hindsight. Picking it up late is fine only for a war-weary conqueror managing unhappy captured cities.

Pitfalls and how to protect it

The count is by resource type, not by tile, so twelve wheat farms give the same single amenity as one; do not settle marginal cities for another copy of a resource you already own. Harvesting a lone copy of a type removes its amenity for good, so before every harvest check whether it is the last one of its kind. As with luxuries, the resource must be improved to count, which trips up players who leave fish or deer unimproved. Because the effect is empire-wide and invisible, losing suzerainty shows up only as a sudden wave of unrest several turns later; watch the amenity readout after any envoy shuffle. If Buenos Aires is captured, the unrest hits at once — the practical fix is building Entertainment Complexes rather than a liberation war, unless the captor is already an enemy.

Envoy bonuses

  • 1 envoy+1 Production toward wonders, buildings and districts in your capital and in each city with a Workshop.
  • 3 envoys+2 Production toward wonders, buildings and districts in each city with a Factory or a Consulate (+4 if the city has both).
  • 6 envoys+3 Production toward wonders, buildings and districts in each city with a Power Plant or a Chancery (+6 if the city has both).

Envoy bonuses are shared by every city-state of the same type.

Plan your districts in the adjacency calculator →

Other Industrial city-states

Related guides

Last reviewed: 2026-10-03