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The new districts system lets you expand your city into a sprawling metropolis covering a wider range of the map.

Civilization 6 Districts Overview Guide

The new districts system lets you expand your city into a sprawling metropolis covering a wider range of the map.
This article is over 8 years old and may contain outdated information

Civilization VI is here and with it comes the new districts system, which has you building away from your city’s heart and sprawling out in a wider hexagonal pattern.

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Below we break down all the districts in a sort of cheat sheet, grouped together by type, and explain what buildings they aid in creating. You can use this list to build smart by placing districts adjacent to map hexes that provide big bonuses.

You should also customize your district building experience based on what win condition you are seeking. For instance, when going after a cultural victory you probably don’t need to focus on military districts.

Keep in mind the name of the district can differ slightly between civilizations, as a few have unique iterations. For instance, Rome has a Baths district rather an Aqueducts, while the Hansa district replaces the Industrial Zone for Germany.

District Available Buildings Adjacency Bonuses

City Center (Core)

Walls
Granary
Monument
Water Mill
Sewer
 Starts a city

Aqueduct (Housing)

None  Must be placed next to city center

Neighborhood (Housing)

House
Villa
Apartment
 +2 housing Natural Wonder
 +1 housing Coast
 +1 housing Forest

Holy Site (Religion)

Shrine
Temple
Synagogue
Gurdwada
Mosque
 1 Great Prophet point/turn
 +2 Faith Natural Wonder
 +1 Faith Mountain
 +1 Faith per two Forest

Campus (Science)

Library
Research Lab
University 
 1 Great Scientist point/turn
 +2 Science Mountain
 +1 Science per 2 Forest or District

 

Spaceport (Science)

Science Project  Cannot be built on Hills
 Required for Science victory
 

Theater Square (Culture)

Ampitheater
Muslims
Broadcast Center

 1 Great Artist point/turn
 + 1 Culture Wonders
 + 1 Culture per 2 Districts

 

Encampment (Military)

Armory
Barracks
Stable
Military Academy
Can’t be built next to Center 
1 Great General point/turn
Land military units spawn here
 

Harbor (Gold)

Lighthouse
Seaport
Shipyard 
  1 Great Admiral point/turn
 +1 Gold Coastal Resourcess
 +1 Gold per 2 Districts

Commercial Hub (Gold)

Bank
Market
Stock Exchange
 1 Great Merchant point/turn
 +2 Gold River
 +2 Gold Harbor
 +1 Gold per 2 Districts
 

Industrial Zone (Production)

Factories
Power Plant
Workshop 
 1 Great Engineer point/turn
 +1 Production Mine/Quarry
 +1 Production per 2 Districts

Aeorodome (Aircraft)

Air Units
Airport
Hangar
Can’t be built on Hills

Entertainment (Amenities)

Arena
Stadium
Zoo
Grants bonus Amenity to keep population happy

 

That’s all the basics you need to know with Civilization 6 Districts! Let us know how you built your empire and achieved victory, and what civ you picked to get started with!

 Ready to dive into creating a civilization?

Looking for other Civilization VI guides? Check out:


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Ty Arthur
Ty splits his time between writing horror fiction and writing about video games. After 25 years of gaming, Ty can firmly say that gaming peaked with Planescape Torment, but that doesn't mean he doesn't have a soft spot for games like Baldur's Gate, Fallout: New Vegas, Bioshock Infinite, and Horizon: Zero Dawn. He has previously written for GamerU and MetalUnderground. He also writes for PortalMonkey covering gaming laptops and peripherals.