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District

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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.png Citizens per district (1 Icon citizen.png 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.png Science for the Campus, and Icon Faith.png Faith for the Holy Site), but only the former also benefits from a nearby source of Rainforests.

Building Districts[edit | edit source]

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[edit | edit source]

  • The number of Districts a city can support is limited by its Icon citizen.png Citizens: 1 district may be built initially, plus 1 more per 3 additionalIcon citizen.png 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.
  • 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[edit | edit source]

All districts, except for the Aqueduct and Spaceport, have a base cost of 53 Icon main production.png Production (scaled to your game speed). However, District construction costs are affected by other variables.

Specialty Districts[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Unique Replacement Districts cost half as much as the districts they replace and have additional effects.

List of districts[edit | edit source]

Buildable Districts in Civilization VI
District Name Adjacency Bonus / Description Buildings Yields Icon main production.png Base Cost
Icon City Center.png City Center 5 Icon housing.png Housing from water if adjacent to a River, Lake, or Oasis.
3 Icon housing.png Housing from water if adjacent to Coast.
2 Icon housing.png 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.png, 1 Icon main production.png.
Palace
Ancient Walls
Medieval Walls
Renaissance Walls
Monument
Granary
Water Mill
Sewer
Domestic trade: +1 Icon main food.png, +1 Icon main production.png
International trade: +3 Icon main gold.png
n/a
Icon Campus.png Campus +1 Icon main science.png Science per adjacent Mountains.
+1 Icon main science.png Science bonus per 2 adjacent district and Rainforest Tiles.
Library
University
Research Lab
+1 Icon Scientist.png Great Scientist Point per turn.
Domestic trade: +1 Icon main food.png
International trade: +1 Icon main science.png
60 Icon main production.png Production
Icon Commercial Hub.png Commercial Hub +1 Icon Trade Routes.png Trade Routes capacity
+2 Icon main gold.png Gold bonus per adjacent Harbor district or tile edge with a river.
+1 Icon main gold.png Gold bonus per 2 adjacent Districts.
Market
Bank
Stock Exchange
+1 Icon Merchant.png Great Merchant Point per turn.
Domestic trade: +1 Icon main production.png
International trade: +3 Icon main gold.png
60 Icon main production.png Production
Icon Encampment.png 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.png Great General Point per turn.
Domestic trade: +1 Icon main production.png
International trade: +1 Icon main production.png
60 Icon main production.png Production
Icon Harbor.png Harbor Must be built on Coast or Lakes Terrain adjacent to land.
+1 Icon Trade Routes.png Trade Routes capacity.
+1 Icon main gold.png Gold from each adjacent Coastal Resource.
+1 Icon main gold.png 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.png Great Admiral Point per turn
Domestic trade: +1 Icon main production.png
International trade: +3 Icon main gold.png
60 Icon main production.png Production
Icon Holy Site.png Holy Site +2 Icon Faith.png Faith per adjacent Natural Wonder.
+1 Icon Faith.png Faith per adjacent Mountains Tiles.
+1 Icon Faith.png Faith bonus per 2 adjacent District and Woods.
Shrine
Temple
Worship building
+1 Icon Prophet.png Great Prophet Point per turn.
Domestic trade: +1 Icon main food.png
International trade: +1 Icon Faith.png
60 Icon main production.png Production
Icon Industrial Zone.png Industrial Zone +1 Icon main production.png Production bonus for each adjacent Icon Mine.png Mine or Icon Quarry.png Quarry.
+1 Icon main production.png Production bonus per 2 adjacent Districts.
Workshop
Factory
Power Plant
+1 Icon Engineer.png Great Engineer Point per turn.
Domestic trade: +1 Icon main production.png
International trade: +1 Icon main production.png
60 Icon main production.png Production
Icon Theater Square.png Theater Square +1 Icon Culture.png Culture bonus per adjacent Wonder.
+1 Icon Culture.png Culture per 2 adjacent Districts.
Amphitheater
Art Museum or Archaeological Museum
Broadcast Center
+1 Mini Icon Great Artist.png Great Artist Point per turn.
Domestic trade: +1 Icon main food.png
International trade: +1 Icon Culture.png
60 Icon main production.png Production
Icon Aqueduct.png 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.png Housing from water is increased by 2 or set to 6, whichever is higher.
None None 50 Icon main production.png Production
Icon Entertainment Complex.png Entertainment Complex +1 Icon Amenities.png Amenity Arena
Zoo
Stadium
Domestic trade: +1 Icon main food.png
International trade: +1 Icon main food.png
60 Icon main production.png Production
Icon Neighborhood.png Neighborhood Does not require population.
Gives Icon housing.png Housing depending on the tile's Appeal:
None None 60 Icon main production.png Production
Icon Aerodrome.png Aerodrome Cannot be built on hills.
Aircraft capacity: 4
Hangar
Airport
None 60 Icon main production.png Production
Icon Spaceport.png Spaceport A District enables construction of city projects leading to the Science Victory. Cannot be built on Hills. None 2000 Icon main production.png Production

Unique[edit | edit source]

Unique district replacements
District Name Effects Icon main production.png Base Cost
Icon Theater Square.png Acropolis Unique for Greece. Replaces Theater Square.
  • Normal Theater Square effects, plus:
    • Must be built on hills.
    • +1 Icon Culture.png Culture per adjacent district, instead of +1 for every 2 adjacent districts.
    • Additional +1 Icon Culture.png Culture for adjacent City Center.
30 Icon main production.png Production
Icon Aqueduct.png Bath Unique for Rome. Replaces Aqueduct. 25 Icon main production.png Production
Icon Industrial Zone.png Hansa Unique for Germany. Replaces Industrial Zone.
  • Normal Industrial Zone effects, plus:
    • +1 Icon main production.png from each adjacent resource, instead of each adjacent Mines or Quarry.
    • +2 Icon main production.png from each adjacent Commercial Hub district.
30 Icon main production.png Production
Icon Holy Site.png Lavra Unique for Russia. Replaces Holy Site.
  • Normal Holy Site effects, plus:
    • +1 additional Icon unitoperation found religion.png Great Prophet point per turn (total +2)
    • +1 Icon unitoperation writer action.png Great Writer point per turn
    • +1 Icon unitoperation artist action.png Great Artist point per turn
    • +1 Icon unitoperation musician action.png Great Musician point per turn
    • City border grows by 1 tile when a Great Person is expended in the city
30 Icon main production.png Production
Icon Neighborhood.png Mbanza Unique for Kongo. Replaces Neighborhood.
  • Can only be constructed in Rainforest or Woods.
  • +5 Icon housing.png Housing regardless of Appeal.
  • +2 Icon main food.png Food.
  • +4 Icon main gold.png Gold.
30 Icon main production.png Production
Icon Entertainment Complex.png Street Carnival Unique for Brazil. Replaces Entertainment Complex.
  • Normal Entertainment Complex effects, plus
    • +1 additional Icon Amenities.png Amenities (total 2).
    • Carnival project: provides +1 Icon Amenities.png Amenities when active and generates Great Engineer, Merchant, Writer, Artist, and Musician points when completed.
30 Icon main production.png Production
Icon Harbor.png Royal Navy Dockyard Unique for England. Replaces Harbor.
  • Normal Harbor effects, plus:
    • +1 Icon map pin movement.png for naval units built here.
    • +2 Icon main gold.png Gold when built on a foreign continent.
30 Icon main production.png Production

District Building Strategy[edit | edit source]

Main article: District Strategy