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The following is a list of districts in Civilization VI and its expansions.
The names of unique districts and buildings are italicized in the table.
District | Buildings | Adjacency Bonuses/Effects | Plunder |
---|---|---|---|
Palace |
5 Housing if adjacent to a River, Lake, or Oasis. 3 Housing if adjacent to a Coast. 2 Housing otherwise. Aircraft Capacity: 1 Tile is always worked for free. Yields are at least 2 Food and 1 Production. |
Cannot be plundered. | |
Library |
Science-oriented District. Adds points towards Great Scientist. +1 Science from each adjacent Mountain. |
Science | |
Amphitheater |
Culture-oriented District. Adds points towards Great Writer, Great Artist and Great Musician. +2 Culture from each adjacent wonder. Buildings contain Great Work slots. |
Culture | |
Faith-oriented District. Adds points towards Great Prophet. +2 Faith from each adjacent natural wonder. +1 Faith for each adjacent Pamukkale tile. Allows Purchasing with Faith of Religious Units. |
Faith | ||
Barracks |
Military District. Adds points towards Great General. Has a defense value and can fight as the City Center. Produced military units appear here. Cannot be built next to the City Center. |
Cannot be plundered. | |
Commerce-oriented District. Adds points towards Great Merchant. +2 Gold from each adjacent Harbor. +2 Gold from each adjacent river. +1 Trade Route capacity if the city does not have a Harbor. (Vanilla only) |
Gold | ||
Seafaring District. Adds points towards Great Admiral. +1 Gold from each adjacent coastal resource. +1 Trade Route capacity if the city does not have a Commercial Hub. (Vanilla only) Must be built on Coast or Lakes Terrain adjacent to land. Produced ships will appear here. Landlocked cities with this District may produce ships. Removes the Movement penalty for embarking and disembarking to and from this tile. |
Gold | ||
Workshop |
Production-oriented District. Adds points towards Great Engineer. +1 Production from each adjacent Quarry. Some District buildings' bonuses extend to each city within 6 tiles. |
Science (Oppidum cannot be plundered) | |
Grove |
Grants up to 3 Housing based on tile's Appeal.
+1 Appeal to adjacent tiles. Initiate a Culture Bomb on adjacent unowned tiles. |
Gold | |
Amenity-boosting district. Mutually exclusive with Water Park. +1 Amenity Some District buildings' bonuses extend to each city within 6 tiles. |
Healing | ||
Amenity-boosting district. Mutually exclusive with Entertainment Complex. +1 Amenity Some District buildings' bonuses extend to each city within 9 tiles. |
Healing | ||
Housing from water is increased by 2 or set to 6, whichever is higher. Must be built adjacent to both the City Center and one of the following: River, Lake, Oasis, or Mountain. Ignores the normal population requirements for district construction. |
Gold | ||
Gives Housing based on tile's Appeal:
Ignores the normal population requirements for district construction. Any number of Neighborhood or Mbanza districts may be built in a city. |
Gold | ||
Allows passage of naval and embarked units between bodies of water or through a City Center.
Shortens maritime Trade Routes. Provides additional Gold for each Trade Route that passes through the Canal district. Ignores the normal population requirements for district construction. Any number of Canal districts may be built in a city. |
Gold | ||
Hydroelectric Dam |
Provides +3 Housing and +1 Amenity from Entertainment. Prevents Flood damage on this River, and reduces yields from Floods by 50%. Also prevents Food loss during Droughts. Only the first Dam to be built on a river will receive benefits from a Dam. Ignores the normal population requirements for district construction. |
Healing | |
Aircraft-building District (only cities with this District may built aircraft). Cannot be built on Hills. (Vanilla and ) Aircraft Capacity: +4 (+4 more with Buildings) |
Gold | ||
Enables projects leading to the Science Victory. Cannot be built on Hills. Ignores the normal population requirements for district construction. |
Science | ||
Ancestral Hall |
Unique District. May only be built once per civilization. +8 Loyalty to this city. +1 adjacency bonus to all adjacent districts. +1 Governor Title. Buildings provide varied powerful gameplay bonuses, but only one building per tier is allowed. |
Culture | |
Diplomacy and espionage-oriented District. May only be built once per civilization.
+1 Culture ( +1 Diplomatic Favor) from each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy when built next to the City Center. Enemy Spies operate at 2 levels below normal when targeting this district or adjacent districts. |
Culture |
- ↑ Added in Babylon Pack
- ↑ Added in Maya & Gran Colombia Pack
- ↑ Added in Portugal Pack
- ↑ Added in Khmer and Indonesia Civilization & Scenario Pack
- ↑ 5.0 5.1 Added in Vietnam & Kublai Khan Pack
- ↑ Added in Persia and Macedon Civilization & Scenario Pack
- ↑ Added in Poland Civilization & Scenario Pack
- ↑ 8.0 8.1 Added in Byzantium & Gaul Pack
- ↑ Preorder DLC. Became available for all players free of charge 90 days after the release of the game.
- ↑ Added in Ethiopia Pack
Scenario-Specific Districts[]
The Black Death[]
Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
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Miscellaneous | |
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
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