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[[File:District Cheat Sheet.png|450px|thumb|This chart shows all of the District adjacency bonuses available and can be a guide in placing them for the best strategic benefit.]] |
[[File:District Cheat Sheet.png|450px|thumb|This chart shows all of the District adjacency bonuses available and can be a guide in placing them for the best strategic benefit.]] |
||
− | Each [[Cities|City]] in ''[[Civilization VI]]'' is now comprised of '''Districts''', and there are a total of |
+ | Each [[Cities|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}} [[Citizens]] per district (1 {{Citizens}} [[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. [[Campus]]es and [[Holy Site]]s alike receive special yield boosts from placement near [[Mountains]] ({{Science}} [[Science]] for the [[Campus]], and {{Faith}} [[Faith]] for the [[Holy Site]]), but only the former also benefits from a nearby source of [[Rainforests]]. |
[[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. [[Campus]]es and [[Holy Site]]s alike receive special yield boosts from placement near [[Mountains]] ({{Science}} [[Science]] for the [[Campus]], and {{Faith}} [[Faith]] for the [[Holy Site]]), but only the former also benefits from a nearby source of [[Rainforests]]. |
||
Line 8: | Line 8: | ||
==District Basics== |
==District Basics== |
||
− | * The number of Districts a city can support is limited by its {{Citizens}} [[Citizens]]. |
+ | * The number of Districts a city can support is limited by its {{Citizens}} [[Citizens]]: 1 district may be built initially, plus 1 more per 3 additional{{Citizens}} [[Citizens]] (excluding the first citizen). |
+ | * Buildings can only be built within the appropriate District. |
||
− | * 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. [[Campus|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. |
+ | * 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== |
==District Production Cost== |
||
− | All districts, except for the [[Aqueduct]] and [[Spaceport]], |
+ | All districts, except for the [[Aqueduct]] and [[Spaceport]], have a base cost of 53 {{Production}} [[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}}[[Production]]. |
===Specialty Districts=== |
===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 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=== |
===Neighborhood and Aqueduct=== |
||
Line 25: | Line 30: | ||
===Unique Replacement Districts=== |
===Unique Replacement Districts=== |
||
− | [[Unique#Unique_Districts|Unique Replacement Districts]] cost half as much as the districts they replace. |
+ | [[Unique#Unique_Districts|Unique Replacement Districts]] cost half as much as the districts they replace and have additional effects. |
==List of districts== |
==List of districts== |
||
Line 31: | Line 36: | ||
! colspan="9" | Buildable Districts in Civilization VI |
! colspan="9" | Buildable Districts in Civilization VI |
||
|- |
|- |
||
− | ! style="width:15%" | District Name !! style="width: |
+ | ! style="width:15%" | District Name !! style="width:40%" | Adjacency Bonus / Description !! style="width:15%" | Buildings !! style="width:15%" | Yields !! style="width:15%" | {{Production}} Base Cost |
|- |
|- |
||
| [[File:Icon_City Center.png|42px]] [[City Center]] |
| [[File:Icon_City Center.png|42px]] [[City Center]] |
||
+ | | 5 {{Housing}} [[Housing]] from water if adjacent to a [[River]], Lake, or Oasis.<br/>3 {{Housing}} [[Housing]] from water if adjacent to [[Coast]].<br/>2 {{Housing}} [[Housing]] from water if neither.<br/>These do not stack.<br/>Aircraft Capacity: 1<br/>Tile is always worked for free. Yield is always at least 2 {{Food}}, 1 {{Production}}. |
||
− | |''The center of your city'' |
||
+ | | [[Palace]]<br/>[[Ancient Walls]]<br/>[[Medieval Walls]]<br/>[[Renaissance Walls]]<br/>[[Monument]]<br/>[[Granary]]<br/>[[Water Mill]]<br/>[[Sewer]] |
||
⚫ | |||
⚫ | |||
⚫ | |||
+ | | n/a |
||
⚫ | |||
⚫ | |||
|- |
|- |
||
− | | [[File: |
+ | | [[File:Icon_Campus.png|42px]] [[Campus]] |
⚫ | |||
− | | ''A district in your city for religious worship.'' |
||
+ | | [[Library]]<br/>[[University]]<br/>[[Research Lab]] |
||
⚫ | |||
− | | +1 [[File:Icon |
+ | | +1 [[File:Icon Scientist.png|16px]] [[Great Scientist]] [[Points|Point]] per turn.<br/>Domestic trade: +1 {{Food}}<br/>International trade: +1 {{Science}} |
⚫ | |||
| 60 {{Production}} Production |
| 60 {{Production}} Production |
||
|- |
|- |
||
− | | [[File: |
+ | | [[File:Icon_Commercial Hub.png|42px]] [[Commercial Hub]] |
⚫ | |||
− | | ''A district in your city for scientific endeavors.'' |
||
+ | | [[Market]]<br/>[[Bank]]<br/>[[Stock Exchange]] |
||
⚫ | |||
− | | +1 [[File:Icon |
+ | | +1 [[File:Icon Merchant.png|16px]] [[Great Merchant]] [[Point]] per turn.<br/>Domestic trade: +1 {{Production}}<br/>International trade: +3 {{Gold}} |
− | | Domestic: +1 {{Food}}<br/>International: +1 {{Science}} |
||
| 60 {{Production}} Production |
| 60 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Encampment.png|42px]] [[Encampment]] |
| [[File:Icon_Encampment.png|42px]] [[Encampment]] |
||
+ | | Cannot be built next to the City Center.<br/>Produced military units appear here.<br/>Has a defense value and can attack nearby enemies. |
||
− | | ''A district in your city for military facilities.'' |
||
+ | | [[Barracks]] or [[Stable]]<br/>[[Armory]]<br/>[[Military Academy]] |
||
− | | Where your military buildings go ([[Barracks]], [[Stables]]), and can not be built next to the City Center |
||
− | | +1 [[File:Icon General 1.png|16px]] [[Great General]] [[Points|Point]] per turn. |
+ | | +1 [[File:Icon General 1.png|16px]] [[Great General]] [[Points|Point]] per turn.<br/>Domestic trade: +1 {{Production}}<br/>International trade: +1 {{Production}} |
⚫ | |||
| 60 {{Production}} Production |
| 60 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Harbor.png|42px]] [[Harbor]] |
| [[File:Icon_Harbor.png|42px]] [[Harbor]] |
||
+ | | Must be built on [[Coast]] or [[Lakes]] Terrain adjacent to land.<br/>+1 [[File:Icon_Trade Routes.png|16px]] [[Trade Routes]] capacity.<br />+1 {{Gold}} [[Gold]] from each adjacent [[Coast|Coastal]] [[Resources|Resource]].<br />+1 {{Gold}} [[Gold]] from every 2 adjacent districts.<br />Removes the [[Movement]] penalty for embarking and disembarking to and from this tile. |
||
− | | ''A district for naval activity in your city.'' |
||
+ | | [[Lighthouse]]<br/>[[Shipyard]]<br/>[[Seaport]] |
||
⚫ | |||
− | +1 [[File: |
+ | | +1 [[File:Icon Admiral.png|16px]] [[Great Admiral]] [[Point]] per turn<br/>Domestic trade: +1 {{Production}}<br/>International trade: +3 {{Gold}} |
⚫ | |||
− | +1 {{Gold}} [[Gold]] from every 2 adjacent [[Districts|District]] [[Tiles]].<br /> |
||
− | +1 {{Gold}} [[Gold]] from each adjacent [[Coast|Coastal]] [[Resources|Resource]]. |
||
− | |||
− | <br />Also removes the [[Movement]] penalty for embarking and disembarking to and from this tile. Must be built on [[Coast]] or [[Lakes]] Terrain adjacent to land. |
||
− | | +1 [[File:Icon Admiral.png|16px]] [[Great Admiral]] [[Point]] per turn |
||
− | | Domestic: +1 {{Production}}<br/>International: +3 {{Gold}} |
||
| 60 {{Production}} Production |
| 60 {{Production}} Production |
||
|- |
|- |
||
− | | [[File: |
+ | | [[File:Icon_Holy_Site.png|42px]] [[Holy Site]] |
⚫ | |||
− | | ''A district in your city for commercial facilities.'' |
||
+ | | [[Shrine]]<br/>[[Temple]]<br/>[[Religion|Worship building]] |
||
⚫ | |||
− | | +1 [[File:Icon |
+ | | +1 [[File:Icon Prophet.png|16px]] [[Great Prophet]] [[Points|Point]] per turn.<br/>Domestic trade: +1 {{Food}}<br/>International trade: +1 {{Faith}} |
− | | |
+ | | 60 {{Production}} Production |
⚫ | |||
⚫ | |||
⚫ | |||
+ | | [[Workshop]]<br/>[[Factory]]<br/>[[Power Plant]] |
||
⚫ | |||
| 60 {{Production}} Production |
| 60 {{Production}} Production |
||
− | |- |
||
⚫ | |||
− | | ''A district in your city for entertainment.'' |
||
⚫ | |||
− | | |
||
− | | Domestic: +1 {{Food}}<br/>International: +1 {{Food}} |
||
⚫ | |||
|- |
|- |
||
| [[File:Icon Theater Square.png|42px]] [[Theater Square]] |
| [[File:Icon Theater Square.png|42px]] [[Theater Square]] |
||
⚫ | |||
− | | ''A district in your city for cultural sites.'' |
||
+ | | [[Amphitheater]]<br/>[[Art Museum]] or [[Archaeological Museum]]<br/>[[Broadcast Center]] |
||
− | | Standard {{Culture}} [[Culture]] bonus for each adjacent [[Wonders|Wonder]]. <br>Minor {{Culture}} [[Culture]] bonus for adjacent [[Districts|District]] [[Tiles]]. |
||
− | | +1 [[File:Mini Icon Great Artist.png|16px]] [[Great Artist]] [[Points|Point]] per turn. |
+ | | +1 [[File:Mini Icon Great Artist.png|16px]] [[Great Artist]] [[Points|Point]] per turn.<br/>Domestic trade: +1 {{Food}}<br/>International trade: +1 {{Culture}} |
− | | Domestic: +1 {{Food}}<br/>International: +1 {{Culture}} |
||
− | | 60 {{Production}} Production |
||
− | |- |
||
⚫ | |||
− | | ''A district in your city for industrial production.'' |
||
⚫ | |||
− | | +1 [[File:Icon Engineer.png|16px]] [[Great Engineer]] [[Points|Point]] per turn. |
||
− | | Domestic: +1 {{Production}}<br/>International: +1 {{Production}} |
||
| 60 {{Production}} Production |
| 60 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Aqueduct.png|42px]] [[Aqueduct]] |
| [[File:Icon_Aqueduct.png|42px]] [[Aqueduct]] |
||
+ | | Does not require population.<br/>Must be built adjacent to both the City Center and one of the following: River, Lake, Oasis, or Mountain.<br/>{{Housing}} [[Housing]] from water is increased by 2 or set to 6, whichever is higher. |
||
− | | ''A district that provides this city with a source of fresh water from an adjacent [[Rivers|River]], [[Lakes|Lake]], [[Oasis]], or [[Mountains|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 |
| None |
||
| 50 {{Production}} Production |
| 50 {{Production}} Production |
||
⚫ | |||
⚫ | |||
⚫ | |||
+ | | [[Arena]]<br/>[[Zoo]]<br/>[[Stadium]] |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | | Does not require population.<br/>Gives {{Housing}} [[Housing]] depending on the tile's Appeal: |
||
+ | * Breathtaking: +6 {{Housing}} [[Housing]] |
||
+ | * Charming: +5 {{Housing}} [[Housing]] |
||
+ | * Average: +4 {{Housing}} [[Housing]] |
||
+ | * Uninviting: +3 {{Housing}} [[Housing]] |
||
+ | * Disgusting: +2 {{Housing}} [[Housing]] |
||
+ | | None |
||
+ | | None |
||
⚫ | |||
|- |
|- |
||
| [[File:Icon_Aerodrome.png|42px]] [[Airport|Aerodrome]] |
| [[File:Icon_Aerodrome.png|42px]] [[Airport|Aerodrome]] |
||
+ | | Cannot be built on hills.<br/>Aircraft capacity: 4 |
||
− | | ''A district in your city for aircraft.'' |
||
+ | | [[Hangar]]<br/>[[Airport]] |
||
− | | A district that allows you to build and store aircraft. Cannot be build on hills. Aircraft capacity: 4 |
||
− | | |
||
| None |
| None |
||
| 60 {{Production}} Production |
| 60 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Spaceport.png|42px]] [[Spaceport]] |
| [[File:Icon_Spaceport.png|42px]] [[Spaceport]] |
||
− | |''A district that is required to construct the [[Science Victory]] projects.'' |
||
| A [[Districts|District]] enables construction of city projects leading to the [[Science Victory]]. Cannot be built on [[Hills]]. |
| A [[Districts|District]] enables construction of city projects leading to the [[Science Victory]]. Cannot be built on [[Hills]]. |
||
| |
| |
||
| None |
| None |
||
| 2000 {{Production}} Production |
| 2000 {{Production}} Production |
||
− | |- |
||
⚫ | |||
− | |''A district in your city that provides [[Housing]] based on the [[Appeal]] of the tile.'' |
||
− | | Breathtaking: +6 {{Housing}} [[Housing]]<br>Charming: +5 {{Housing}} [[Housing]]<br>Average: +4 {{Housing}} [[Housing]]<br>Uninviting: +3 {{Housing}} [[Housing]]<br>Disgusting: +2 {{Housing}} [[Housing]] |
||
− | | |
||
⚫ | |||
− | | 60 {{Production}} Production |
||
|} |
|} |
||
Line 136: | Line 127: | ||
! colspan="9" | Unique district replacements |
! colspan="9" | Unique district replacements |
||
|- |
|- |
||
− | ! style="width:15%" | District Name |
+ | ! style="width:15%" | District Name !! style="width:70%" | Effects !! style="width:15%" | {{Production}} Base Cost |
|- |
|- |
||
| [[File:Icon_Theater_Square.png|42px]] [[Acropolis]] |
| [[File:Icon_Theater_Square.png|42px]] [[Acropolis]] |
||
⚫ | |||
− | | |
||
− | | |
||
⚫ | |||
* Normal [[Theater Square]] effects, plus: |
* Normal [[Theater Square]] effects, plus: |
||
⚫ | |||
− | :* Does not require population. |
||
+ | ** +1 {{Culture}} Culture per adjacent district, instead of +1 for every 2 adjacent districts. |
||
⚫ | |||
− | + | ** Additional +1 {{Culture}} Culture for adjacent City Center. |
|
| 30 {{Production}} Production |
| 30 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Aqueduct.png|42px]] [[Bath]] |
| [[File:Icon_Aqueduct.png|42px]] [[Bath]] |
||
⚫ | |||
− | | |
||
− | | |
||
⚫ | |||
− | * Does not require population. |
||
* Normal [[Aqueduct]] effects, plus: |
* Normal [[Aqueduct]] effects, plus: |
||
− | + | ** Additional +2 {{Housing}} [[Housing]]. |
|
− | + | ** +1 {{Amenities}} [[Amenities]]. |
|
| 25 {{Production}} Production |
| 25 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Industrial_Zone.png|42px]] [[Hansa]] |
| [[File:Icon_Industrial_Zone.png|42px]] [[Hansa]] |
||
⚫ | |||
− | | |
||
− | | |
||
⚫ | |||
* Normal [[Industrial Zone]] effects, plus: |
* Normal [[Industrial Zone]] effects, plus: |
||
+ | ** +1 {{Production}} from each adjacent resource, instead of each adjacent Mines or Quarry. |
||
− | :* Does not require population. |
||
− | + | ** +2 {{Production}} from each adjacent [[Commercial Hub]] district. |
|
− | :* +2 {{Production}} adjacency bonus from [[Commercial Hub]] district. |
||
| 30 {{Production}} Production |
| 30 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Holy_Site.png|42px]] [[Lavra]] |
| [[File:Icon_Holy_Site.png|42px]] [[Lavra]] |
||
⚫ | |||
− | | |
||
− | | |
||
⚫ | |||
* Normal [[Holy Site]] effects, plus: |
* Normal [[Holy Site]] effects, plus: |
||
⚫ | |||
− | :* Does not require population. |
||
− | + | ** +1 {{Great Writer}} Great Writer point per turn |
|
− | + | ** +1 {{Great Artist}} Great Artist point per turn |
|
− | + | ** +1 {{Great Musician}} Great Musician point per turn |
|
⚫ | |||
⚫ | |||
⚫ | |||
| 30 {{Production}} Production |
| 30 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Neighborhood.png|42px]] [[Mbanza]] |
| [[File:Icon_Neighborhood.png|42px]] [[Mbanza]] |
||
⚫ | |||
− | | |
||
− | | |
||
⚫ | |||
− | * Does not require population. |
||
* Can only be constructed in Rainforest or Woods. |
* Can only be constructed in Rainforest or Woods. |
||
− | * +5 {{Housing}} regardless of Appeal. |
+ | * +5 {{Housing}} [[Housing]] regardless of Appeal. |
− | * +2 {{Food}}. |
+ | * +2 {{Food}} [[Food]]. |
− | * +4 {{Gold}}. |
+ | * +4 {{Gold}} [[Gold]]. |
| 30 {{Production}} Production |
| 30 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Entertainment_Complex.png|42px]] [[Street Carnival]] |
| [[File:Icon_Entertainment_Complex.png|42px]] [[Street Carnival]] |
||
⚫ | |||
− | | |
||
⚫ | |||
− | | |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | :* Does not require population. |
||
⚫ | |||
⚫ | |||
| 30 {{Production}} Production |
| 30 {{Production}} Production |
||
|- |
|- |
||
| [[File:Icon_Harbor.png|42px]] [[Royal Navy Dockyard]] |
| [[File:Icon_Harbor.png|42px]] [[Royal Navy Dockyard]] |
||
⚫ | |||
− | | |
||
− | | |
||
⚫ | |||
* Normal [[Harbor]] effects, plus: |
* Normal [[Harbor]] effects, plus: |
||
+ | ** +1 {{Movement}} for naval units built here. |
||
− | :* Does not require population. |
||
− | + | ** +2 {{Gold}} [[Gold]] when built on a foreign continent. |
|
− | :* +2 {{Gold}} when built on a foreign continent. |
||
| 30 {{Production}} Production |
| 30 {{Production}} Production |
||
|} |
|} |
Latest revision as of 15:12, 2 August 2021
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.
|
30 Production | ||||||
Bath | Unique for Rome. Replaces Aqueduct. | 25 Production | ||||||
Hansa | Unique for Germany. Replaces Industrial Zone.
|
30 Production | ||||||
Lavra | Unique for Russia. Replaces Holy Site.
|
30 Production | ||||||
Mbanza | Unique for Kongo. Replaces Neighborhood. | 30 Production | ||||||
Street Carnival | Unique for Brazil. Replaces Entertainment Complex.
|
30 Production | ||||||
Royal Navy Dockyard | Unique for England. Replaces Harbor. | 30 Production |