'Civ 6' District Cheat Sheet: Tips, Tricks And Info On Buildings, Yields And Adjacency Bonuses For Each District

Civilization 6
Civilization 6 Firaxis Games

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

  • Replaced by: Royal Navy Dockyard (England)

  • +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

  • Replaced by Film Studio (America)

  • +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

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