Civilization 6 Districts – How they work, best tile placement and how to get adjacency bonuses

Something to address early on is Civilization 6’s Districts, a new feature to the series, to aid both short-term decisions and long-term urban planning.

The concept of districts can best be described as “unstacked cities”; While in previous Civilization games all the buildings and wonders of the world were built within a city, which occupied a single hex on the map, districts offer the visual representation of cities that grow in size and spread across your territory to occupy multiple mosaics.

Just as Civilization V unstacks units for clarity and fairness, Civilization 6 unstacks cities for flexibility and empowerment. Let’s dive into how they work and how to get the most out of them.

A quick note: We’ve updated the Civ 6 guides for the game’s release on Nintendo Switch, but keep in mind that they contain information about the Rise and Fall DLC as well as the base game, which means some things only apply if you have that DLC! Otherwise… keep going!


Civilization 6 Interview: 18 minutes with lead designer Ed Beach (plus some new gameplay)

What are districts in Civilization 6 and how do they work?

With 12 types of districts available to build, their uses are varied and abundant, so much so, in fact, that you won’t be looking to build every type of district for each of your cities. Instead, it makes more sense to specialize based on a variety of factors.

Choosing which district to build and when will depend on a number of considerations, from your starting location and the location of the city to whatever overall victory goal you decide to work towards. However, there are some basic things you should keep in mind to ensure you always make the right decisions.

  • Your first district will be the center of your city. This starting district isn’t spectacular, but it provides access to some basic building types and provides adjacency bonuses to other districts built next to it. The granary and monument built in the center of town are very useful early on to help boost population growth and civic research.
  • Prioritize building districts that make sense for the type of game you want to play and the unique bonuses conferred by the leader and civilization you choose. There’s no point in making every city a dazzling cultural center if, for example, you just want to go on a war footing from the start.
  • Districts should not be built on additional resources, as you will lose access to those resources; It is difficult to unearth diamonds if you have built a sacred place where there should be a mine.
  • While some districts are particularly useful for specific circumstances, for making the most of certain types of terrain, or for working toward particular victory conditions, others are more useful overall. The Entertainment Complex and, later, the Neighborhood are good bets for their ability to keep the population happy (and therefore more productive) and to provide a boost to mid- to late-game housing to avoid obstacles to growth. from the city.

List of Civilization 6 districts and their adjacency bonuses

Outside of the city center district, which you get as soon as you find a city, there are 12 unique districts available to build. Some civilizations have a special district that replaces a standard one; Greece has the Acropolis, which takes the place of the Theater Square, while England has, for example, the Royal Navy Dockyard instead of the usual port.

Typically, these specialized districts have additional bonuses, but they may also carry the additional requirement of being built on a specific type of terrain. The standard districts, what they offer at different points in the game, and how to access them are listed here:

District name Traits Citizen returns (per citizen) Requirements Unlock Adjacency bonus
City center Aircraft capacity: 1 (once the Flight is investigated) N/A found city Palace, Barn, Monument, Ancient walls, Water mill, Medieval walls, Renaissance walls, Sewer None (gives adjacency bonuses to some other districts)
Holy Site +1 Great Prophet point per turn +2 Faith Astrology (technology) Shrine, Temple, Wat, Pagoda, Cathedral, Gurdwara, Meeting House, Mosque, Synagogue Faith bonus when placed next to: natural wonders, mountains, forests (for 2 tokens), other districts (for 2 districts)
Facilities +1 Great Scientist point per turn +2 Science Writing (technology) Library, University, Research laboratory Additional science when placed next to: Mountains, Rainforest (per 2 tiles), Other districts (per 2 districts)
Camp +1 Great General point per turn +1 Culture +1 Production Bronze Work (Technology); not near the city center Barracks, Armory, Stable, Military Academy N/A
Port +1 Grand Admiral point per turn +2 Gold +1 Science Celestial Navigation (Technology); coast or lake mosaic placement Lighthouse, Shipyard, Seaport Gold bonus when placed next to: Coastal resources, other districts (for 2 districts)
Mall +1 Great Merchant point per turn +4 Gold Currency (technology) Market, Bank, Stock Exchange Gold bonus when placed next to: Rivers, Port, Other districts (for 2 districts)
Aqueduct Provides fresh water N/A Engineering (Technology); City center; Freshwater/Mountain Tiles N/A N/A
Theater Square +1 point per turn towards: Great Writer, Great Artist, Great Musician +2 Culture Drama and Poetry (Civic) Amphitheater, Art Museum, Archaeological Museum, Broadcasting Center Additional culture when placed next to: Wonders, Other districts (for 2 districts)
Entertainment complex +1 Entertainment amenity N/A Games and Recreation (Civic) Arena, stadium, zoo N/A
Industrial zone +1 Great Engineer point per turn +2 Production Learning (technology) Workshop, Factory, Power Plant Additional production when placed next to: Mines, Quarries, Other Districts (per 2 districts)
Aerodrome Aircraft capacity: 4 N/A Flight (technology) Airport, Hangar, Units: Biplane, Bomber, Fighter, Jet Bomber, Jet Fighter N/A
Neighborhood +4 Housing N/A Urbanization (Civic) N/A N/A
space port Required for scientific victory N/A Rocketry (technology) Scientific victory projects N/A

If your desire for Civilization 6 knowledge is still strong, expansion owners should take a look at our Civ 6 Rise and Fall guide hub, which takes you through the basics of everything new, while we have pages dedicated to Governors and Loyalty, plus how to earn Golden Ages, Era Points and Era Score through Historic Moments, and a full list of new Civs in Civ 6 Rise and Fall and other DLC. Otherwise, our Civilization 6 guide, tips and tricks cover the essentials before you master early, mid- and late-game strategies. We also have tips on the new Districts feature, a list of Leaders with their Traits and Agendas, plus the best ways to get Gold, Science and Faith, how to win through Religious Victory and how to get the elusive Scientific Victory and Military Domination. victory. Finally, Cultural Victory, Foreign Tourism and National Tourism are explained in depth here.

Other things to know about districts to get the best tile placement

Primarily, districts are used to shape the way your cities grow, informing how you want to play and providing useful bonuses at each stage of your civilization’s progress.

While many districts enjoy adjacency bonuses, generate points for great character acquisition, and make it easier to construct certain buildings, there are some useful things to consider when deciding where to place them that will help determine their long-term value.

  • Not all adjacency bonuses are created equal. A district that offers an adjacency bonus generates additional performance based on its location relative to other tiles. Some districts’ bonuses can be stacked more easily than others, so the Industrial Zone’s bonus for being placed next to a mine can be granted multiple times if placed next to multiple mines. The same goes for the Mall’s river bonus, which gains a gold bonus for each river tile it’s connected to. Others are less useful. The Sacred Site Natural Wonder bonus will come into play less frequently simply because natural wonders are few and far between. In cases like this, mountainous terrain is often your friend, bolstering the production of both sacred sites and campuses, as well as offering natural protection should barbarians or an aggressive rival leader come snooping around.
  • Camps help turn defense into attack. If you’ve found that you’re too close for comfort to a rival civilization or several particularly active barbarian camps, building a camp district is the perfect way to give your troops an advantage. The initial experience increase is useful for making your units more durable, and the fact that there is no adjacency bonus means that a Camp can be built on an otherwise undesirable square (although it cannot be built next to the center of your city). What’s more, if later you decide to allow yourself a small aggressive expansion, you will be able to create reinforced and higher level troops with which to surprise the enemy. Just keep in mind that if you’re looking to create a balanced army, you’ll need multiple camps to provide bonuses to both melee and mounted troops.
  • Keep in mind the mutually exclusive district benefits. By now you’ll have understood that districts are a great way to customize your cities and get some useful bonuses. However, it is essential to note that some of its unique features require you to choose “either or not both.” The Camp restriction mentioned above, for example, means that a single Camp cannot simultaneously house a barracks for melee troops and a stable for mounted troops. Likewise, a single Plaza del Teatro cannot boast of having an art museum and an archaeological museum at the same time. Consequently, it is always worth spreading these mutually exclusive district elections throughout the empire. When you decide to build multiple districts of the same type in different cities, choose the alternative option for maximum benefit.

Categories: Guides
Source: sef.edu.vn

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