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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 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}} [[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.
+
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]].
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==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
* District tiles cannot be worked for their terrain yield. However, buildings built there may create citizen slots with yield dependent on the district type.
+
* 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]], have a base cost of 60 {{Production}} [[Production]] (scaled to your game speed). However, District construction costs are affected by other variables.
+
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.
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.
 
  +
 
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===
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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 and do not require population to be built.
+
[[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==
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! colspan="9" | Buildable Districts in Civilization VI
 
! colspan="9" | Buildable Districts in Civilization VI
 
|-
 
|-
! style="width:15%" | District Name !! style="width:15%" | Description !! style="width:30%" | Adjacency Bonus / Description !! style="width:15%" | Additional Bonus !! style="width:15%" | Trade Yield !! style="width:10%" | {{Production}} Base Cost
+
! 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]]
| 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.
 
 
| Domestic trade: +1 {{Food}}, +1 {{Production}}<br/>International trade: +3 {{Gold}}
|
 
| Domestic: +1 {{Food}}, +1 {{Production}}<br/>International: +3 {{Gold}}
 
 
| n/a
 
| n/a
 
|-
 
|-
 
| [[File:Icon_Campus.png|42px]] [[Campus]]
 
| [[File:Icon_Campus.png|42px]] [[Campus]]
 
| +1 {{Science}} [[Science]] per adjacent [[Mountains]].<br/>+1 {{Science}} [[Science]] bonus per 2 adjacent district and [[Rainforest]] [[Tiles]].
| ''A district in your city for scientific endeavors.''
 
  +
| [[Library]]<br/>[[University]]<br/>[[Research Lab]]
| +1 {{Science}} [[Science]] for each adjacent [[Mountains]].<br/>+1 {{Science}} [[Science]] bonus per 2 adjacent district and [[Rainforest]] [[Tiles]].
 
| +1 [[File:Icon Scientist.png|16px]] [[Great Scientist]] [[Points|Point]] per turn.
+
| +1 [[File:Icon Scientist.png|16px]] [[Great Scientist]] [[Points|Point]] per turn.<br/>Domestic trade: +1 {{Food}}<br/>International trade: +1 {{Science}}
| Domestic: +1 {{Food}}<br/>International: +1 {{Science}}
 
 
| 60 {{Production}} Production
 
| 60 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Commercial Hub.png|42px]] [[Commercial Hub]]
 
| [[File:Icon_Commercial Hub.png|42px]] [[Commercial Hub]]
 
| +1 [[File:Icon_Trade Routes.png|16px]] [[Trade Routes]] capacity<br />+2 {{Gold}} [[Gold]] bonus per adjacent [[Harbor]] district or tile edge with a river.<br/>+1 {{Gold}} [[Gold]] bonus per 2 adjacent Districts.
| ''A district in your city for commercial facilities.''
 
  +
| [[Market]]<br/>[[Bank]]<br/>[[Stock Exchange]]
| +1 [[File:Icon_Trade Routes.png|16px]] [[Trade Routes]] capacity<br />+2 {{Gold}} [[Gold]] bonus per each adjacent [[Harbor]] district or tile edge with a river. +1 {{Gold}} [[Gold]] bonus per 2 adjacent [[District]]s.
 
| +1 [[File:Icon Merchant.png|16px]] [[Great Merchant]] [[Point]] per turn
+
| +1 [[File:Icon Merchant.png|16px]] [[Great Merchant]] [[Point]] per turn.<br/>Domestic trade: +1 {{Production}}<br/>International trade: +3 {{Gold}}
| Domestic: +1 {{Production}}<br/>International: +3 {{Gold}}
 
 
| 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]]
| Cannot 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}}
| Domestic: +1 {{Production}}<br/>International: +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]]
| 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|District]] [[Tiles]].<br />Removes the [[Movement]] penalty for embarking and disembarking to and from this tile.
 
| +1 [[File:Icon Admiral.png|16px]] [[Great Admiral]] [[Point]] per turn
+
| +1 [[File:Icon Admiral.png|16px]] [[Great Admiral]] [[Point]] per turn<br/>Domestic trade: +1 {{Production}}<br/>International trade: +3 {{Gold}}
| Domestic: +1 {{Production}}<br/>International: +3 {{Gold}}
 
 
| 60 {{Production}} Production
 
| 60 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Holy_Site.png|42px]] [[Holy Site]]
 
| [[File:Icon_Holy_Site.png|42px]] [[Holy Site]]
| ''A district in your city for religious worship.''
 
 
| +2 {{Faith}} [[Faith]] per adjacent [[Natural Wonder]].<br/>+1 {{Faith}} [[Faith]] per adjacent [[Mountains]] [[Tiles]].<br>+1 {{Faith}} [[Faith]] bonus per 2 adjacent [[Districts|District]] and [[Woods]].
 
| +2 {{Faith}} [[Faith]] per adjacent [[Natural Wonder]].<br/>+1 {{Faith}} [[Faith]] per adjacent [[Mountains]] [[Tiles]].<br>+1 {{Faith}} [[Faith]] bonus per 2 adjacent [[Districts|District]] and [[Woods]].
  +
| [[Shrine]]<br/>[[Temple]]<br/>[[Religion|Worship building]]
| +1 [[File:Icon Prophet.png|16px]] [[Great Prophet]] [[Points|Point]] per turn.
 
| Domestic: +1 {{Food}}<br/>International: +1 {{Faith}}
+
| +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
 
| 60 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Industrial Zone.png|42px]] [[Industrial Zone]]
 
| [[File:Icon_Industrial Zone.png|42px]] [[Industrial Zone]]
| ''A district in your city for industrial production.''
 
 
| +1 {{Production}} [[Production]] bonus for each adjacent [[File:Icon Mine.png|16px]] [[Mine]] or [[File:Icon Quarry.png|16px]] [[Quarry]]. <br>+1 {{Production}} [[Production]] bonus per 2 adjacent [[District]]s.
 
| +1 {{Production}} [[Production]] bonus for each adjacent [[File:Icon Mine.png|16px]] [[Mine]] or [[File:Icon Quarry.png|16px]] [[Quarry]]. <br>+1 {{Production}} [[Production]] bonus per 2 adjacent [[District]]s.
  +
| [[Workshop]]<br/>[[Factory]]<br/>[[Power Plant]]
| +1 [[File:Icon Engineer.png|16px]] [[Great Engineer]] [[Points|Point]] per turn.
 
| Domestic: +1 {{Production}}<br/>International: +1 {{Production}}
+
| +1 [[File:Icon Engineer.png|16px]] [[Great Engineer]] [[Points|Point]] per turn.<br/>Domestic trade: +1 {{Production}}<br/>International trade: +1 {{Production}}
 
| 60 {{Production}} Production
 
| 60 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon Theater Square.png|42px]] [[Theater Square]]
 
| [[File:Icon Theater Square.png|42px]] [[Theater Square]]
 
| +1 {{Culture}} [[Culture]] bonus per adjacent [[Wonders|Wonder]]. <br>+1 {{Culture}} [[Culture]] per 2 adjacent [[District]]s.
| ''A district in your city for cultural sites.''
 
  +
| [[Amphitheater]]<br/>[[Art Museum]] or [[Archaeological Museum]]<br/>[[Broadcast Center]]
| +1 {{Culture}} [[Culture]] bonus per adjacent [[Wonders|Wonder]]. <br>+1 {{Culture}} [[Culture]] per adjacent [[Districts|District]].
 
| +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
 
| 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]].''
 
  +
| None
| 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.
 
|
 
 
| None
 
| None
 
| 50 {{Production}} Production
 
| 50 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Entertainment Complex.png|42px]] [[Entertainment Complex]]
 
| [[File:Icon_Entertainment Complex.png|42px]] [[Entertainment Complex]]
 
| +1 {{Amenities}} [[Amenity]]
| ''A district in your city for entertainment.''
 
  +
| [[Arena]]<br/>[[Zoo]]<br/>[[Stadium]]
| +1 [[Amenity]]
 
 
| Domestic trade: +1 {{Food}}<br/>International trade: +1 {{Food}}
|
 
| Domestic: +1 {{Food}}<br/>International: +1 {{Food}}
 
 
| 60 {{Production}} Production
 
| 60 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Neighborhood.png|42px]] [[Neighborhood]]
 
| [[File:Icon_Neighborhood.png|42px]] [[Neighborhood]]
|''A district in your city that provides [[Housing]] based on the [[Appeal]] of the tile.''
+
| Does not require population.<br/>Gives {{Housing}} [[Housing]] depending on the tile's Appeal:
  +
* Breathtaking: +6 {{Housing}} [[Housing]]
| Breathtaking: +6 {{Housing}} [[Housing]]<br>Charming: +5 {{Housing}} [[Housing]]<br>Average: +4 {{Housing}} [[Housing]]<br>Uninviting: +3 {{Housing}} [[Housing]]<br>Disgusting: +2 {{Housing}} [[Housing]]
 
  +
* Charming: +5 {{Housing}} [[Housing]]
|
 
  +
* Average: +4 {{Housing}} [[Housing]]
  +
* Uninviting: +3 {{Housing}} [[Housing]]
  +
* Disgusting: +2 {{Housing}} [[Housing]]
  +
| None
 
| None
 
| None
 
| 60 {{Production}} Production
 
| 60 {{Production}} Production
 
|-
 
|-
 
| [[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]].
 
|
 
|
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! colspan="9" | Unique district replacements
 
! colspan="9" | Unique district replacements
 
|-
 
|-
! style="width:15%" | District Name !! style="width:15%" | Description !! style="width:60%" | Effects !! style="width:10%" | {{Production}} Base Cost
+
! 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]]
 
|Unique for [[Greece]]. Replaces [[Theater Square]].
|
 
|
 
* Unique for [[Greece]]. Replaces [[Theater Square]].
 
 
* Normal [[Theater Square]] effects, plus:
 
* Normal [[Theater Square]] effects, plus:
 
** Must be built on hills.
:* Does not require population.
 
  +
** +1 {{Culture}} Culture per adjacent district, instead of +1 for every 2 adjacent districts.
:* Must be built on hills.
 
:* +1 {{Culture}} Culture per adjacent district, instead of +1 for every 2 adjacent districts.
+
** Additional +1 {{Culture}} Culture for adjacent City Center.
:* 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]]
 
|Unique for [[Rome]]. Replaces [[Aqueduct]].
|
 
|
 
* Unique for [[Rome]]. Replaces [[Aqueduct]].
 
* Does not require population.
 
 
* Normal [[Aqueduct]] effects, plus:
 
* Normal [[Aqueduct]] effects, plus:
:* +2 {{Housing}} [[Housing]].
+
** Additional +2 {{Housing}} [[Housing]].
:* +1 {{Amenities}} [[Amenities]].
+
** +1 {{Amenities}} [[Amenities]].
 
| 25 {{Production}} Production
 
| 25 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Industrial_Zone.png|42px]] [[Hansa]]
 
| [[File:Icon_Industrial_Zone.png|42px]] [[Hansa]]
 
|Unique for [[Germany]]. Replaces [[Industrial Zone]].
|
 
|
 
* Unique for [[Germany]]. Replaces [[Industrial Zone]].
 
 
* 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.
 
:* +1 {{Production}} from each adjacent resource, instead of each adjacent Mines or Quarry.
+
** +2 {{Production}} from each adjacent [[Commercial Hub]] district.
:* +2 {{Production}} from each adjacent [[Commercial Hub]] district.
 
 
| 30 {{Production}} Production
 
| 30 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Holy_Site.png|42px]] [[Lavra]]
 
| [[File:Icon_Holy_Site.png|42px]] [[Lavra]]
 
|Unique for [[Russia]]. Replaces [[Holy Site]].
|
 
|
 
* Unique for [[Russia]]. Replaces [[Holy Site]].
 
 
* Normal [[Holy Site]] effects, plus:
 
* Normal [[Holy Site]] effects, plus:
 
** +1 additional {{Great Prophet}} Great Prophet point per turn (total +2)
:* Does not require population.
 
:* +1 additional {{Great Prophet}} Great Prophet point per turn (total +2)
+
** +1 {{Great Writer}} Great Writer point per turn
:* +1 {{Great Writer}} Great Writer point per turn
+
** +1 {{Great Artist}} Great Artist point per turn
:* +1 {{Great Artist}} Great Artist point per turn
+
** +1 {{Great Musician}} Great Musician point per turn
 
** City border grows by 1 tile when a Great Person is expended in the city
:* +1 {{Great Musician}} Great Musician point per turn
 
:* City border grows by 1 tile when a Great Person is expended in the city
 
 
| 30 {{Production}} Production
 
| 30 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Neighborhood.png|42px]] [[Mbanza]]
 
| [[File:Icon_Neighborhood.png|42px]] [[Mbanza]]
 
|Unique for [[Kongo]]. Replaces [[Neighborhood]].
|
 
|
 
* Unique for [[Kongo]]. Replaces [[Neighborhood]].
 
* 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]]
 
|Unique for [[Brazil]]. Replaces [[Entertainment Complex]].
|
 
 
* Normal [[Entertainment Complex]] effects, plus
|
 
 
** +1 additional {{Amenities}} [[Amenities]] (total 2).
* Unique for [[Brazil]]. Replaces [[Entertainment Complex]].
 
 
** Carnival project: provides +1 {{Amenities}} [[Amenities]] when active and generates Great Engineer, Merchant, Writer, Artist, and Musician points when completed.
* Normal [[Entertainment Complex]] effects, plus:
 
:* Does not require population.
 
:* +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}} Production
 
| 30 {{Production}} Production
 
|-
 
|-
 
| [[File:Icon_Harbor.png|42px]] [[Royal Navy Dockyard]]
 
| [[File:Icon_Harbor.png|42px]] [[Royal Navy Dockyard]]
 
|Unique for [[England]]. Replaces [[Harbor]].
|
 
|
 
* Unique for [[England]]. Replaces [[Harbor]].
 
 
* Normal [[Harbor]] effects, plus:
 
* Normal [[Harbor]] effects, plus:
  +
** +1 {{Movement}} for naval units built here.
:* Does not require population.
 
:* +1 {{Movement}} for naval units built here.
+
** +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

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 Icon citizen Citizens per district (1 Icon citizen 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 (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: 1 district may be built initially, plus 1 more per 3 additionalIcon citizen 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 Icon main 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 Icon main productionProduction.

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 Icon main production Base Cost
Icon City Center City Center 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.
Aircraft Capacity: 1
Tile is always worked for free. Yield is always at least 2 Icon main food, 1 Icon main production.
Palace
Ancient Walls
Medieval Walls
Renaissance Walls
Monument
Granary
Water Mill
Sewer
Domestic trade: +1 Icon main food, +1 Icon main production
International trade: +3 Icon main gold
n/a
Icon Campus Campus +1 Icon main science Science per adjacent Mountains.
+1 Icon main science Science bonus per 2 adjacent district and Rainforest Tiles.
Library
University
Research Lab
+1 Icon Scientist Great Scientist Point per turn.
Domestic trade: +1 Icon main food
International trade: +1 Icon main science
60 Icon main production Production
Icon Commercial Hub Commercial Hub +1 Icon Trade Routes Trade Routes capacity
+2 Icon main gold Gold bonus per adjacent Harbor district or tile edge with a river.
+1 Icon main gold Gold bonus per 2 adjacent Districts.
Market
Bank
Stock Exchange
+1 Icon Merchant Great Merchant Point per turn.
Domestic trade: +1 Icon main production
International trade: +3 Icon main gold
60 Icon main production Production
Icon Encampment 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 Icon General 1 Great General Point per turn.
Domestic trade: +1 Icon main production
International trade: +1 Icon main production
60 Icon main production Production
Icon Harbor Harbor 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 districts.
Removes the Movement penalty for embarking and disembarking to and from this tile.
Lighthouse
Shipyard
Seaport
+1 Icon Admiral Great Admiral Point per turn
Domestic trade: +1 Icon main production
International trade: +3 Icon main gold
60 Icon main production Production
Icon Holy Site Holy Site +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.
Shrine
Temple
Worship building
+1 Icon Prophet Great Prophet Point per turn.
Domestic trade: +1 Icon main food
International trade: +1 Icon Faith
60 Icon main production Production
Icon Industrial Zone Industrial Zone +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.
Workshop
Factory
Power Plant
+1 Icon Engineer Great Engineer Point per turn.
Domestic trade: +1 Icon main production
International trade: +1 Icon main production
60 Icon main production Production
Icon Theater Square Theater Square +1 Icon Culture Culture bonus per adjacent Wonder.
+1 Icon Culture Culture per 2 adjacent Districts.
Amphitheater
Art Museum or Archaeological Museum
Broadcast Center
+1 Mini Icon Great Artist Great Artist Point per turn.
Domestic trade: +1 Icon main food
International trade: +1 Icon Culture
60 Icon main production Production
Icon Aqueduct Aqueduct Does not require population.
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 None 50 Icon main production Production
Icon Entertainment Complex Entertainment Complex +1 Icon Amenities Amenity Arena
Zoo
Stadium
Domestic trade: +1 Icon main food
International trade: +1 Icon main food
60 Icon main production Production
Icon Neighborhood Neighborhood Does not require population.
Gives Icon housing Housing depending on the tile's Appeal:
None None 60 Icon main production Production
Icon Aerodrome Aerodrome Cannot be built on hills.
Aircraft capacity: 4
Hangar
Airport
None 60 Icon main production Production
Icon Spaceport Spaceport 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 Effects Icon main production Base Cost
Icon Theater Square Acropolis Unique for Greece. Replaces Theater Square.
  • Normal Theater Square effects, plus:
    • Must be built on hills.
    • +1 Icon Culture Culture per adjacent district, instead of +1 for every 2 adjacent districts.
    • Additional +1 Icon Culture Culture for adjacent City Center.
30 Icon main production Production
Icon Aqueduct Bath Unique for Rome. Replaces Aqueduct. 25 Icon main production Production
Icon Industrial Zone Hansa Unique for Germany. Replaces Industrial Zone.
  • Normal Industrial Zone effects, plus:
    • +1 Icon main production from each adjacent resource, instead of each adjacent Mines or Quarry.
    • +2 Icon main production from each adjacent Commercial Hub district.
30 Icon main production Production
Icon Holy Site Lavra Unique for Russia. Replaces Holy Site.
  • Normal Holy Site effects, plus:
    • +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.
  • Can only be constructed in Rainforest or Woods.
  • +5 Icon housing Housing regardless of Appeal.
  • +2 Icon main food Food.
  • +4 Icon main gold Gold.
30 Icon main production Production
Icon Entertainment Complex Street Carnival Unique for Brazil. Replaces Entertainment Complex.
  • Normal Entertainment Complex effects, plus
    • +1 additional Icon Amenities Amenities (total 2).
    • Carnival project: provides +1 Icon Amenities 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 Unique for England. Replaces Harbor.
  • Normal Harbor effects, plus:
    • +1 Icon map pin movement for naval units built here.
    • +2 Icon main gold Gold when built on a foreign continent.
30 Icon main production Production

District Building Strategy[ | ]

Main article: District Strategy