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 (1 to 3 Citizens allow 2 Distiricts, 4 to 6 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 full 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 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 | ||||||||
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District Name | Description | Adjacency Bonus / Description | Buildings | Yields | Base Cost | |||
City Center | The center of your city | 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 |
Palace Ancient Walls Medieval Walls Renaissance Walls Monument Granary Water Mill Sewer |
Domestic: +1 , +1 International: +3 |
n/a | |||
Campus | A district in your city for scientific endeavors. | +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 | A district in your city for commercial facilities. | +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 | A district in your city for military facilities. | 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 | A district for naval activity in your city. | 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 District Tiles. 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 | A district in your city for religious worship. | +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 | A district in your city for industrial production. | +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 | A district in your city for cultural sites. | +1 Culture bonus per adjacent Wonder. +1 Culture per adjacent District. |
Amphitheater Art Museum or Archaeological Museum Broadcast Center |
+1 Great Artist Point per turn. Domestic trade: +1 International trade: +1 |
60 Production | |||
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. Housing from water is increased by 2 or set to 6, whichever is higher. |
None | None | 50 Production | |||
Entertainment Complex | A district in your city for entertainment. | +1 Amenity | Arena Zoo Stadium |
Domestic trade: +1 International trade: +1 |
60 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 | None | 60 Production | |||
Aerodrome | A district in your city for aircraft. | Cannot be built on hills. Aircraft capacity: 4 |
Hangar Airport |
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 |
Unique
Unique district replacements | ||||||||
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District Name | Description | Effects | Base Cost | |||||
Acropolis |
|
30 Production | ||||||
Bath | 25 Production | |||||||
Hansa |
|
30 Production | ||||||
Lavra | 30 Production | |||||||
Mbanza |
|
30 Production | ||||||
Street Carnival |
|
30 Production | ||||||
Royal Navy Dockyard |
|
30 Production |