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District Cheat Sheet

This chart shows all of the District adjacency bonuses available and can be a guide in placing them for the best strategic benefit.

Each City in Civilization VI is now comprised of Districts, and there are a total of 13 district types including the city center. Each has a different role and has different bonuses based on its type. Districts are unlocked through Technologies or Civics and are limited by population, requiring 3 Citizens per district (1 Citizens allows 1 Districts, 4 allow 2, 7 allow 3, etc.). Districts are required for the majority of Buildings in a city, and most can fit up to 3 of them. See also: Production for a complete list of things to build.

Buildings are no longer trapped in your City Center, but may sprawl across your territory as part of Districts. The map is more important than ever as you are faced with important strategic placement decisions. Campuses and Holy Sites alike receive special yield boosts from placement near Mountains ( Science for the Campus, and Faith for the Holy Site), but only the former also benefits from a nearby source of Rainforests.

Building Districts[]

When a city is ready to construct a new item, the city’s "Production Menu" will appear. If a district is available to be constructed, it will appear on the menu on the right hand side of the screen. Click on the district to order the city to begin construction, which opens the district placement lens. Here, you will be given an overview of the different yield outcomes available on the Tiles surrounding your City Center so you can better make a decision about where to place your new district. This lens will also show you which tiles are unavailable, as some districts have very specific build requirements (for example, the Encampment cannot be built adjacent to a City Center). If you see a great location nearby, but do not yet own it, you can purchase the tile from within the lens, and then start construction of the district.

District Basics[]

  • The number of Districts a city can support is limited by its Citizens: 1 district may be built initially, plus 1 more per 3 additional Citizens (excluding the first citizen).
  • Buildings can only be built within the appropriate District.
  • Once placed, Districts can't be moved or removed for the rest of the game, so make sure you're set with your placement before beginning production.
  • Districts can't be built on revealed strategic resources
  • With the exception of the City Center, district tiles cannot be worked for their terrain yield. Any resource or terrain feature on the tile is removed when the district is built. Buildings built there may create specialist slots with yield dependent on the district type.
  • The City Center is worked for free. Settling a city on a tile removes terrain features but not resources.
  • Most Districts gain adjacency bonuses to their yield depending on the surrounding tiles. Most districts gain an adjacency bonus when next to another; some districts also benefit from adjacent terrain. Yields from these adjacency bonuses do not require a Citizen to work them.

District Production Cost[]

All districts, except for the Aqueduct and Spaceport, have a base cost of 53 Production (scaled to your game speed). However, District construction costs are affected by other variables. If the game is started in the Information Era, all districts can be built for 1 Production.

Specialty Districts[]

The Specialty Districts are Holy Site, Campus, Harbor, Commercial Hub, Entertainment Complex, Theater Square, Industrial Zone, and Aerodrome. The Spaceport is also counted as a Specialty District for certain bonuses, but is not subject to these production cost mechanics.

The cost of a district increases as you progress along the Technology and Civics trees. Cost increases linearly up to +900% when all Techs or Civics are researched, whichever fraction is larger.

District production cost is also affected by how many of that type of district you have in total compared to other players. If you have fewer of a given district type than the average among all players, the cost of that district is reduced by 25% for you. Districts have the same cost between all of your cities at a given time. The cost of a district is set when you first begin production, even if you switch production and return to it later.

Neighborhood and Aqueduct[]

The Neighborhood and Aqueduct (and their corresponding unique replacements) have a fixed cost based on game progression (2% increase per turn over base on Standard speed?). They are not affected by the number of identical districts built by you or by other players.

Unique Replacement Districts[]

Unique Replacement Districts cost half as much as the districts they replace and have additional effects.

List of districts[]

Buildable Districts in Civilization VI
District Name Adjacency Bonus / Description Buildings Yields Base Cost
City Center 5 Housing from water if adjacent to a River, Lake, or Oasis.
3 Housing from water if adjacent to Coast.
2 Housing from water if neither.
These do not stack.
Aircraft Capacity: 1
Tile is always worked for free. Yield is always at least 2 , 1 .
Palace
Ancient Walls
Medieval Walls
Renaissance Walls
Monument
Granary
Water Mill
Sewer
Domestic trade: +1 , +1
International trade: +3
n/a
Campus +1 Science per adjacent Mountains.
+1 Science bonus per 2 adjacent district and Rainforest Tiles.
Library
University
Research Lab
+1 Great Scientist Point per turn.
Domestic trade: +1
International trade: +1
60 Production
Commercial Hub +1 Trade Routes capacity
+2 Gold bonus per adjacent Harbor district or tile edge with a river.
+1 Gold bonus per 2 adjacent Districts.
Market
Bank
Stock Exchange
+1 Great Merchant Point per turn.
Domestic trade: +1
International trade: +3
60 Production
Encampment Cannot be built next to the City Center.
Produced military units appear here.
Has a defense value and can attack nearby enemies.
Barracks or Stable
Armory
Military Academy
+1 Great General Point per turn.
Domestic trade: +1
International trade: +1
60 Production
Harbor Must be built on Coast or Lakes Terrain adjacent to land.
+1 Trade Routes capacity.
+1 Gold from each adjacent Coastal Resource.
+1 Gold from every 2 adjacent districts.
Removes the Movement penalty for embarking and disembarking to and from this tile.
Lighthouse
Shipyard
Seaport
+1 Great Admiral Point per turn
Domestic trade: +1
International trade: +3
60 Production
Holy Site +2 Faith per adjacent Natural Wonder.
+1 Faith per adjacent Mountains Tiles.
+1 Faith bonus per 2 adjacent District and Woods.
Shrine
Temple
Worship building
+1 Great Prophet Point per turn.
Domestic trade: +1
International trade: +1
60 Production
Industrial Zone +1 Production bonus for each adjacent Mine or Quarry.
+1 Production bonus per 2 adjacent Districts.
Workshop
Factory
Power Plant
+1 Great Engineer Point per turn.
Domestic trade: +1
International trade: +1
60 Production
Theater Square +1 Culture bonus per adjacent Wonder.
+1 Culture per 2 adjacent Districts.
Amphitheater
Art Museum or Archaeological Museum
Broadcast Center
+1 Great Artist Point per turn.
Domestic trade: +1
International trade: +1
60 Production
Aqueduct Does not require population.
Must be built adjacent to both the City Center and one of the following: River, Lake, Oasis, or Mountain.
Housing from water is increased by 2 or set to 6, whichever is higher.
None None 50 Production
Entertainment Complex +1 Amenity Arena
Zoo
Stadium
Domestic trade: +1
International trade: +1
60 Production
Neighborhood Does not require population.
Gives Housing depending on the tile's Appeal:
None None 60 Production
Aerodrome Cannot be built on hills.
Aircraft capacity: 4
Hangar
Airport
None 60 Production
Spaceport A District enables construction of city projects leading to the Science Victory. Cannot be built on Hills. None 2000 Production

Unique[]

Unique district replacements
District Name Effects Base Cost
Acropolis Unique for Greece. Replaces Theater Square.
  • Normal Theater Square effects, plus:
    • Must be built on hills.
    • +1 Culture per adjacent district, instead of +1 for every 2 adjacent districts.
    • Additional +1 Culture for adjacent City Center.
30 Production
Bath Unique for Rome. Replaces Aqueduct. 25 Production
Hansa Unique for Germany. Replaces Industrial Zone.
  • Normal Industrial Zone effects, plus:
    • +1 from each adjacent resource, instead of each adjacent Mines or Quarry.
    • +2 from each adjacent Commercial Hub district.
30 Production
Lavra Unique for Russia. Replaces Holy Site.
  • Normal Holy Site effects, plus:
    • +1 additional Great Prophet point per turn (total +2)
    • +1 Great Writer point per turn
    • +1 Great Artist point per turn
    • +1 Great Musician point per turn
    • City border grows by 1 tile when a Great Person is expended in the city
30 Production
Mbanza Unique for Kongo. Replaces Neighborhood.
  • Can only be constructed in Rainforest or Woods.
  • +5 Housing regardless of Appeal.
  • +2 Food.
  • +4 Gold.
30 Production
Street Carnival Unique for Brazil. Replaces Entertainment Complex.
  • Normal Entertainment Complex effects, plus
    • +1 additional Amenities (total 2).
    • Carnival project: provides +1 Amenities when active and generates Great Engineer, Merchant, Writer, Artist, and Musician points when completed.
30 Production
Royal Navy Dockyard Unique for England. Replaces Harbor.
  • Normal Harbor effects, plus:
    • +1 for naval units built here.
    • +2 Gold when built on a foreign continent.
30 Production

District Building Strategy[]

Main article: District Strategy
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