Civilization VI Wiki
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===Unique Replacement Districts===
 
===Unique Replacement Districts===
[[Unique#Unique_Districts|Unique Replacement Districts]] cost half as much as the districts they replace.
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[[Unique#Unique_Districts|Unique Replacement Districts]] cost half as much as the districts they replace and do not require population to be built.
   
 
==List of districts==
 
==List of districts==

Revision as of 10:33, 6 November 2016

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 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 Icon citizen 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 (Icon main science Science for the Campus, and Icon Faith 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 Icon citizen 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 tiles cannot be worked for their terrain yield. However, buildings built there may create citizen slots with yield dependent on the district type.

District Production Cost

All districts, except for the Aqueduct and Spaceport, have a base cost of 60 Icon main production Production (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 (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 do not require population to be built.

List of districts

Buildable Districts in Civilization VI
District Name Description Adjacency Bonus / Description Additional Bonus Trade Yield Icon main production Base Cost
Icon City Center City Center The center of your city 5 Icon housing Housing from water if adjacent to a River, Lake, or Oasis.
3 Icon housing Housing from water if adjacent to Coast.
2 Icon housing Housing from water if neither.
These do not stack.
Domestic: +1 Icon main food, +1 Icon main production
International: +3 Icon main gold
n/a
Icon Campus Campus A district in your city for scientific endeavors. +1 Icon main science Science for each adjacent Mountains.
+1 Icon main science Science bonus per 2 adjacent district and Rainforest Tiles.
+1 Icon Scientist Great Scientist Point per turn. Domestic: +1 Icon main food
International: +1 Icon main science
60 Icon main production Production
Icon Commercial Hub Commercial Hub A district in your city for commercial facilities. +1 Icon Trade Routes Trade Routes capacity
+2 Icon main gold Gold bonus per each adjacent Harbor district or tile edge with a river. +1 Icon main gold Gold bonus per 2 adjacent Districts.
+1 Icon Merchant Great Merchant Point per turn Domestic: +1 Icon main production
International: +3 Icon main gold
60 Icon main production Production
Icon Encampment Encampment A district in your city for military facilities. Cannot be built next to the City Center. +1 Icon General 1 Great General Point per turn. Domestic: +1 Icon main production
International: +1 Icon main production
60 Icon main production Production
Icon Harbor Harbor A district for naval activity in your city. Must be built on Coast or Lakes Terrain adjacent to land.
+1 Icon Trade Routes Trade Routes capacity.
+1 Icon main gold Gold from each adjacent Coastal Resource.
+1 Icon main gold Gold from every 2 adjacent District Tiles.
Removes the Movement penalty for embarking and disembarking to and from this tile.
+1 Icon Admiral Great Admiral Point per turn Domestic: +1 Icon main production
International: +3 Icon main gold
60 Icon main production Production
Icon Holy Site Holy Site A district in your city for religious worship. +2 Icon Faith Faith per adjacent Natural Wonder.
+1 Icon Faith Faith per adjacent Mountains Tiles.
+1 Icon Faith Faith bonus per 2 adjacent District and Woods.
+1 Icon Prophet Great Prophet Point per turn. Domestic: +1 Icon main food
International: +1 Icon Faith
60 Icon main production Production
Icon Industrial Zone Industrial Zone A district in your city for industrial production. +1 Icon main production Production bonus for each adjacent Icon Mine Mine or Icon Quarry Quarry.
+1 Icon main production Production bonus per 2 adjacent Districts.
+1 Icon Engineer Great Engineer Point per turn. Domestic: +1 Icon main production
International: +1 Icon main production
60 Icon main production Production
Icon Theater Square Theater Square A district in your city for cultural sites. +1 Icon Culture Culture bonus per adjacent Wonder.
+1 Icon Culture Culture per adjacent District.
+1 Mini Icon Great Artist Great Artist Point per turn. Domestic: +1 Icon main food
International: +1 Icon Culture
60 Icon main production Production
Icon Aqueduct Aqueduct A district that provides this city with a source of fresh water from an adjacent River, Lake, Oasis, or Mountain. Must be built adjacent to both the City Center and one of the following: River, Lake, Oasis, or Mountain.
Icon housing Housing from water is increased by 2 or set to 6, whichever is higher.
None 50 Icon main production Production
Icon Entertainment Complex Entertainment Complex A district in your city for entertainment. +1 Amenity Domestic: +1 Icon main food
International: +1 Icon main food
60 Icon main production Production
Icon Neighborhood Neighborhood A district in your city that provides Housing based on the Appeal of the tile. Breathtaking: +6 Icon housing Housing
Charming: +5 Icon housing Housing
Average: +4 Icon housing Housing
Uninviting: +3 Icon housing Housing
Disgusting: +2 Icon housing Housing
None 60 Icon main production Production
Icon Aerodrome 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 Icon main production Production
Icon Spaceport 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 Icon main production Production

Unique

Unique district replacements
District Name Description Effects Icon main production Base Cost
Icon Theater Square Acropolis
  • Does not require population.
  • Must be built on hills.
  • +1 Icon Culture from every adjacent district and City Center, instead of +1 for every 2 adjacent districts.
30 Icon main production Production
Icon Aqueduct Bath
25 Icon main production Production
Icon Industrial Zone Hansa
  • Does not require population.
  • +1 Icon main production adjacency bonus from all resources, not just Mines and Quarries.
  • +2 Icon main production adjacency bonus from Commercial Hub district.
30 Icon main production Production
Icon Holy Site Lavra
  • Does not require population.
  • +1 additional Icon unitoperation found religion Great Prophet point per turn (total +2)
  • +1 Icon unitoperation writer action Great Writer point per turn
  • +1 Icon unitoperation artist action Great Artist point per turn
  • +1 Icon unitoperation musician action Great Musician point per turn
  • City border grows by 1 tile when a Great Person is expended in the city
30 Icon main production Production
Icon Neighborhood Mbanza
  • Unique for Kongo. Replaces Neighborhood.
  • Does not require population.
  • Can only be constructed in Rainforest or Woods.
  • +5 Icon housing regardless of Appeal.
  • +2 Icon main food.
  • +4 Icon main gold.
30 Icon main production Production
Icon Entertainment Complex Street Carnival
  • Does not require population.
  • +1 additional Icon Amenities (total 2).
  • Carnival project: provides +1 Icon Amenities when active and generates Great Engineer, Merchant, Writer, Artist, and Musician points when completed.
30 Icon main production Production
Icon Harbor Royal Navy Dockyard
  • Does not require population.
  • +1 Icon map pin movement for naval units built here.
  • +2 Icon main gold when built on a foreign continent.
30 Icon main production Production

District Building Strategy

Main article: District Strategy