Confused about districts in Civ 6? Want to know everything about district yields, adjacency bonuses and buildings without having to check the Civopedia? Check out this Civilization 6 district cheat sheet to learn everything you need to know about districts.
Aerodrome
The Aerodrome is necessary to keep an edge in late-game warfare. Its buildings add experience and slots for your air units. With Civic: Rapid Deployment, airports let you airlift land units, a lifesaver that spares you the endless trudge across the sea. However, this district is not a generator of any primary yields like Faith, Gold, Science, etc.
Unlocked with Technology: Flight
Allows you to build and store aircraft
Cannot be built on hills
Buildings
Hangar
Unlocked with Technology: Flight
Maintenance cost: 1 gold
+25% combat experience for air units trained in this city
+2 air unit slots in Aerodrome district
+2 production
Airport
Unlocked with Technology: Advanced Flight
Maintenance cost: 2 gold
Requires: Hangar
+50% combat experience for air units trained in this city
+2 air unit slots in Aerodrome district
Unlocked with Civic: Rapid Deployment: Allows ability to airlift land units between Aerodrome districts with Airports
+3 Production
Aqueduct
Unlocked with Technology: Engineering
Replaced by Bath (Rome)
No maintenance cost
Must be adjacent to City Center as well as River, Lake, Oasis or Mountain
Cities without fresh water get up to 6 housing
Cities with fresh water will get +2 housing
Campus
The campus generates science and Great Scientist points. Science lets you move through the Technology tree, keeping ahead of your competitors and enabling you to easily crush them in case of any surprise war. Campuses in as many cities as possible ensure that your Science Victory is possible, but protect your Campuses (and Spaceports) with Spies to prevent crushing late-game sabotages.
Unlocks with Technology: Writing
+1 Great Scientist point per turn
+1 Science from each adjacent Mountain on Grassland, Plains, Desert, Tundra and Snow tiles
+1 Science from every 2 adjacent Rainforest tiles
+1 Science from every 2 adjacent District tiles
+2 Science per citizen
Domestic trade yield: +1 Food
International trade yield: +1 Science
Buildings
Library
Unlocks with Technology: Writing
Maintenance cost: 1 gold
+2 Science
+1 citizen slot
+1 Great Scientist point per turn
University
Unlocks with Technology: Education
Replaced by Madrasa (Arabia)
Requires: Library
Maintenance cost: 2 gold
+4 Science
+1 Housing
+1 Citizen slot
+1 Great Scientist point per turn
Research Lab
Unlocks with Technology: Chemistry
Requires: University
Maintenance cost: 3 gold
+5 Science
+1 Citizen slot
+1 Great Scientist point per turn
Commercial Hub
Commercial Hubs help generate cash flow, not only adding a trade route but with adjacency bonuses for being near a river or Harbor. Commercial Hubs and Harbors go hand-in-hand, so never miss an opportunity to pair these districts up for powerful gold bonuses.
Unlocks with Technology: Currency
+1 trade route
+1 Great Merchant point per turn
+2 gold for adjacent river or Harbor
+1 gold from every 2 adjacent district tiles
+4 gold per citizen
Domestic trade yield: +1 production
International trade yield: +3 gold
Buildings
Market
Unlocks with Technology: Currency
+3 gold
+1 citizen slot
+1 great merchant point per turn
Bank
Unlocks with Technology: Banking
Requires: Market
+5 gold
+1 Citizen slot
+1 Great Merchant point per turn
Stock Exchange
Unlocks with Technology: Economics
Requires: Bank
+7 gold
+1 Citizen slot
+1 Great Merchant point per turn
Entertainment Complex
The Entertainment Complex increases Amenities (the source of happiness) in your cities. If you don’t have many luxury resources and can’t trade for them, you’ll need to construct these in your unhappiest cities. Otherwise, distracting rebels will spawn, pillaging your improvements and otherwise causing a ruckus. Circuses and bread, right? The Zoo and Stadium buildings extend their bonuses to city centers within 6 tiles, just like the Industrial Zone district, so a central city is a good bet.
Unlocks with Civic: Games and Recreation
Replaced by: Street Carnival (Brazil)
+1 Amenity from entertainment
Trade yields: +1 Food (both domestic and international)
Buildings
Arena
Unlocks with Civic: Games and Recreation
+1 Amenity from entertainment
Replaced by Tlachtli (Aztec)
Maintenance cost: 1 gold
Zoo
Unlocks with Civic: Natural History
Requires: Arena
Bonus extends to each city center within 6 tiles
+1 Amenity from entertainment
Maintenance cost: 2 gold
Stadium
Unlocks with Civic: Professional Sports
Requires: Zoo
Bonus extends to each city center within 6 tiles
+2 Amenities from entertainment
Maintenance cost: 3 gold
Harbor
The Harbor can boost your city’s production, your navy and even your economic prospects. By unlocking a bonus trade route and providing plentiful gold bonuses, you can harness the power of the sea to make your civilization richer and more productive. Make sure to keep line-of-sight with a chain of ships if you’re worried about enemy civs plundering your trade routes or harassing your scouts and settlers as they cross the sea.
Unlocked with Technology: Celestial Navigation
Must be built on Coast or Lake adjacent to land
Removes Movement penalty for embarking and disembarking
+1 Trade Route capacity
+1 Great Admiral point per turn
+1 Gold from every 2 adjacent district tiles
+1 Gold from each adjacent coastal resource
+2 Gold/+1 Science per citizen
Domestic Trade Yield: +1 Production
International Trade Yield: +3 Gold
Buildings
Lighthouse
Unlocked with Technology: Celestial Navigation
+25% Combat Experience for all naval units trained in this city
+1 Food, Gold, Housing, Citizen slot and Great Admiral point per turn
Shipyard
Unlocked with Technology: Mass Production
Requires: Lighthouse
Maintenance cost: 2 gold
+25% combat experience for all naval units trained in this city
Bonus production equal to adjacency bonus of Harbor district
+1 Citizen slot
+1 Great Admiral point per turn
Seaport
Unlocked with Technology: Electricity
Requires: Shipyard
Faster Fleet and Armada training
25% combat experience for naval units trained in this city
+2 Gold, Food
+1 Housing, citizen slot, Great Admiral point per turn
Holy Site
Holy Sites generate faith and Great Prophet points. Religion is pretty powerful in Civ 6 , even marking a new victory condition ( read our Religious Victory guide here ). But depending on how you structure your pantheon and religion (and you should absolutely try to nab a religion), you can use faith to pay for anything from granaries and ancient walls, to specialist buildings, to land units, making the generation of faith a critical path to success.
Replaced by Lavra (Russia)
Unlocks with Technology: Astrology
+1 Great Prophet point per turn
+2 Faith from each adjacent natural wonder
+1 Faith from each adjacent Mountain on Plains, Desert, Tundra or Snow tiles
+1 Faith from every 2 adjacent Woods tiles
+1 Faith from every 2 adjacent district tiles
+2 Faith per citizen
Domestic trade yield: +1 Food
International trade yield: +1 Faith
Buildings
Shrine
Allows the purchasing of Missionaries with Faith
+2 Faith
+1 Citizen slot
+1 Great Prophet point per turn
Maintenance Cost: 1 gold
Temple
Allows the purchasing of Apostles with Faith
Replaced by Stave Church (Norway)
Requires: Shrine
Unlocks with Civic: Theology
+4 Faith
+1 Citizen slot
+1 Citizen slot
+1 Great Prophet point per turn
+1 Relic slot
Maintenance cost: 2 gold
Unlocked by Religious Beliefs (use an Apostle to Evangelize Belief and select one for your religion)
Cathedral
+3 Faith
+1 Citizen slot
+1 Great Work of Religious Art slot
Gurdwara
+3 Faith
+2 Food
+1 Citizen slot
Meeting House
+3 Faith
+2 Production
+1 Citizen slot
Mosque
+3 Faith
+1 Citizen slot
Pagoda
+3 Faith
+1 Housing
+1 Citizen slot
Synagogue
+5 Faith
+1 Citizen slot
Wat
+3 Faith
+2 Science
+1 Citizen slot
Industrial Zone
The industrial zone is key to almost any successful strategy, as it increases your city’s production and therefore lets you get more done in less time. Build it next to mines and quarries for big production bonuses. The Factory and Power Plant buildings extend the industrial zone’s bonuses to all cities within 6 tiles, so keep that in mind when choosing where to build this district.
Unlocks with Technology: Apprenticeship
Replaced by Hansa (Germany)
+1 Great Engineer point per turn
+1 Production from each adjacent Mine, Quarry, every 2 adjacent district tiles
+2 Production per citizen
Trade yields: +1 Production (international and domestic)
Buildings
Workshop
Unlocks with Technology: Apprenticeship
+2 Production
+1 Citizen slot
+1 Great Engineer point per turn
Maintenance Cost: 1 gold
Factory
Unlocks with Technology: Industrialization
Requires: Workshop
Replaced by Electronics Factory (Japan)
Bonus extends to all cities within 6 tiles
+3 Production
+1 Citizen slot
+1 Great Engineer point per turn
Maintenance cost: 2 gold
Power Plant
Unlocks with Technology: Electricity
Requires: Factory
Bonus extends to each city center within 6 tiles
+4 production
+1 Citizen slot
+1 Great Engineer point per turn
Maintenance cost: 3 gold
Neighborhood
The Neighborhood unlocks with Civic: Urbanization and is replaced by the Mbanza (The Kongo). It provides housing based on Appeal of the tile, as follows:
Breathtaking, +6 Housing
Charming, +5 Housing
Average, +4 Housing
Uninviting, +3 Housing
Disgusting, +2 Housing
Don’t waste the Neighborhood’s big Housing bonus on anything less than a Charming tile! It takes up a whole tile that could be taken up by almost anything else. The Neighborhood doesn’t have any adjacency bonuses, so place it anywhere that looks good. Hover over the tile to see its Appeal.
Spaceport
Required for the Science Victory projects (see our Science Victory guide here). Unlocks with Technology: Rocketry.
Theater Square
Theater Squares generate culture and Great Writer/Artist/Musician points. Culture expands your city borders and pushes you through the Civics tree, allowing you to unlock new Policies and Governments. In later eras, the Theater Square and its associated Great Works will provide the kind of Tourism that will help you win a Culture Victory (more on winning a Culture Victory here).
Note: the number on the top bar next to the suitcase is how much tourism you are generating per turn. The number under World Ranking > Tourism is how many international tourists you have attracted (by pulling them away from whatever wonders they have in their home country with your superior attractions). The World Ranking tells you how many tourists you must attract from abroad in order to win. Each turn, you gain tourists based on your tourism. When on the Culture win screen, you can even see exactly what parts of your empire are currently enjoying international tourists.
Here’s the details for the Theater Square:
Unlocks with Civic: Drama & Poetry
Replaced by Acropolis ( The Greeks )
+1 Great Writer Points
+1 Great Artist Points
+1 Great Musician Points
+2 Culture per citizen
+1 Culture from each adjacent Wonder
+1 Culture for each 2 adjacent Districts
Domestic Trade Yield: +1 Food
International Trade Yield: +1 Culture
Buildings
Amphitheater
Unlocks with Civic: Drama & Poetry
Maintenance cost: 1 gold
+2 Culture
+1 Citizen slot (for Specialist)
+1 Great Writer point per turn
+1 Great Work of Writing slot
Art Museum (mutually exclusive with Archaeological Museum)
Unlocks with Civic: Humanism
Requires Amphitheater
Maintenance cost: 2 gold
+2 Culture
+1 Citizen slot
+1 Great Writer point per turn
+2 Great Artist point per turn
+3 Great Works of Art slots
Archaeological Museum (mutually exclusive with Art Museum)
Unlocks with Civic: Humanism
Requires Amphitheater
Maintenance cost: 2 gold
+2 Culture
+1 Citizen slot
+1 Great Writer point per turn
+2 Great Artist point per turn
+3 Artifact Slots
Broadcast Center
Unlocks with Technology: Radio
Requires Art Museum or Archaeological Museum
Maintenance cost: 3 gold
+4 Culture
+1 Citizen slot
+1 Great Artist point per turn
+2 Great Musician points per turn
+1 Great Work of Music slot
Got any other questions about the districts and buildings in Civ 6 ? Feel free to let us know in the comments section below. Don’t forget to check out our other Civ 6 guides:
Civ 6 Complete Leader Guide
Domination Victory Guide
Culture Victory Guide
Science Victory Guide
Religion Victory Guide
Siege City Guide
New to Civ Guide