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:* +2 {{Housing}} [[Housing]]. |
:* +2 {{Housing}} [[Housing]]. |
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:* +1 {{Amenities}} [[Amenities]]. |
:* +1 {{Amenities}} [[Amenities]]. |
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+ | | 25 {{Production}} Production |
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| [[File:Icon_Industrial_Zone.png|42px]] [[Hansa]] |
| [[File:Icon_Industrial_Zone.png|42px]] [[Hansa]] |
Revision as of 05:33, 28 October 2016
Each City in Civilization VI is now comprised of Districts, and there are a total of twelve district types, not including the city center. Each has a different role and produces different bonuses based on its type. Districts are unlocked through Technology and are limited by population, requiring 3 Citizens per district. 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.
- Districts can be containers for additional buildings (Holy Sites that will eventually house religious buildings such as churches or temples), and gain bonuses based on what Terrain you place them on or surrounds them (eg. Campuses gain bonuses for adjacent Mountains). Districts and Improvements also provide additional Housing which allows you to increase the city's Citizens cap.
- 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.
District Production Cost
All districts (with the exception of the Spaceport) have a base cost of 60 (scaled to your game speed). However, District construction costs are affected by other variables.
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 tree. The highest completed Technology or Civic determines this cost increase, so that districts generally cost more as the game progresses. District production cost is also affected through a comparison of how many of that type of district you have total in comparison to other players. If you have fewer of a given district 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. They are not affected by the number of identical districts built by you or by other players.
Unique Replacement Districts
Unique Replacement Districts (other than Baths and Mbanza, which scale the same as the districts they replace) are not subject to the same scaling effects as normal districts. The exact mechanic is not known, but generally they remain less expensive to produce than regular districts.
List of districts
Buildable Districts in Civilization VI | ||||||||
---|---|---|---|---|---|---|---|---|
District Name | Description | Adjacency Bonus / Description | Additional Bonus | Trade Yield | Base Cost | |||
City Center | The center of your city | +5 Housing for adjacent River. +3 Housing for adjacent Coast. |
Domestic: +1 , +1 International: +3 |
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Holy Site | A district in your city for religious worship. | Major Faith bonus for adjacent Natural Wonders. Standard Faith bonus for each adjacent Mountains Tiles. Minor Faith bonus for adjacent District Tiles and unimproved Woods Tiles. |
+1 Great Prophet Point per turn. | Domestic: +1 International: +1 |
60 Production | |||
Campus | A district in your city for scientific endeavors. | Standard Science bonus for each adjacent Mountains. Minor Science bonus for adjacent district tiles and adjacent Rainforests Tiles. |
+1 Great Scientist Point per turn. | Domestic: +1 International: +1 |
60 Production | |||
Encampment | A district in your city for military facilities. | Where your military buildings go (Barracks, Stables), and can not be built next to the City Center | +1 Great General Point per turn. | Domestic: +1 International: +1 |
60 Production | |||
Harbor | A district for naval activity in your city. |
+1 Trade Routes capacity.
|
+1 Great Admiral Point per turn | Domestic: +1 International: +3 |
60 Production | |||
Commercial Hub | A district in your city for commercial facilities. | +1 Trade Routes capacity Major Gold bonus for each adjacent Harbor district, or tile edge containing river. Minor Gold bonus for adjacent District Tiles. |
+1 Great Merchant Point per turn | Domestic: +1 International: +3 |
60 Production | |||
Entertainment Complex | A district in your city for entertainment. | +1 Amenity | Domestic: +1 International: +1 |
60 Production | ||||
Theater Square | A district in your city for cultural sites. | Standard Culture bonus for each adjacent Wonder. Minor Culture bonus for adjacent District Tiles. |
+1 Great Artist Point per turn. | Domestic: +1 International: +1 |
60 Production | |||
Industrial Zone | A district in your city for industrial production. | Standard Production bonus for each adjacent Mine or Quarry. Minor Production bonus for adjacent District Tiles. |
+1 Great Engineer Point per turn. | Domestic: +1 International: +1 |
60 Production | |||
Aqueduct | A district that provides this city with a source of fresh water from an adjacent River, Lake, Oasis, or Mountain. | Cities that do not yet have existing fresh water receive up to 6 Housing. Cities that already have existing fresh water will instead get +2 Housing. Must be built adjacent to the City Center. | None | 50 Production | ||||
Aerodrome | A district in your city for aircraft. | A district that allows you to build and store aircraft. Cannot be build on hills. Aircraft capacity: 4 | None | 60 Production | ||||
Spaceport | A district that is required to construct the Science Victory projects. | A District enables construction of city projects leading to the Science Victory. Cannot be built on Hills. | None | 2000 Production | ||||
Neighborhood | A district in your city that provides Housing based on the Appeal of the tile. | Breathtaking: +6 Housing Charming: +5 Housing Average: +4 Housing Uninviting: +3 Housing Disgusting: +2 Housing |
None | 60 Production |
Unique
Unique district replacements | ||||||||
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District Name | Description | Effects | Base Cost | |||||
Acropolis |
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30 Production | ||||||
Bath | 25 Production | |||||||
Hansa |
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30 Production | ||||||
Lavra |
|
30 Production | ||||||
Mbanza |
|
30 Production | ||||||
Street Carnival |
|
30 Production | ||||||
Royal Navy Dockyard | 30 Production |