Districts | All
Government Plaza
Information
Maintenance Cost:
- 1 Gold Per Turn
District Effects
- Provides +8 Loyalty per turn to this city
- +1 Adjacency Bonuses for any adjacent District
- +1 Government Title when completed
Government Plaza | Warlord’s Throne
- Available At: Political Philosophy
- Base Cost: 75 Production
- Requires: Government District
- Maintenance Cost: 1 Gold Per Turn
- Unique Effects: Capturing an enemy city grants a +20% production bonus in all cities for 5 turns
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
Information: In general the Warlord’s Throne is going to be most useful when you have the ability to snowball early, usually that means you know you’re going to conquer someone by turn 20 AND have the resources to do so (presumably double horses or your neighbor has no resources with which to fight back)
Government Plaza | Ancestral Hall
- Available At: Political Philosophy
- Base Cost: 75 Production
- Requires: Government District
- Maintenance Cost: 1 Gold Per Turn
- Unique Effects: +50% production towards Settlers, New cities receive a free builder
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
Information: This is in my opinion the strongest most versatile early game building for the government district. If you’re unsure which specific strategy you want to go for then you cannot go wrong with the Ancestral Hall, mass expansion and free builders for doing so combined with The Steward Governor and the Early Empire +50% production civic you will have a massive empire with at least 3 upgrades per city. You’re going to want to run this if you spawn near multiple continents or simply have a ton of room to expand, perhaps even if you do not so that you can suck up as much room as possible as soon as possible
Government Plaza | Audience Chamber
- Available At: Political Philosophy
- Base Cost: 75 Production
- Requires: Government District
- Maintenance Cost: 1 Gold Per Turn
- Unique Effects: +1 Amenity and +4 Housing in cities with Governors, -2 Loyalty in cities without Governors
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
Information: The Audience Chamber is going to be for those who are stuck with a limited amount of settles due to proximity to other players and terrain limitations. It’s VERY important to note that if you have more that 7 cities after you build an Audience Chamber your loyalty in those cities will suffer greatly
Government Plaza | Intelligence Agency
- Available At: Monarchy, Merchant Republic, Theocracy
- Base Cost: (Standard Speed) 290 Production
- Requires: One of the following: Warlord’s Throne, Ancestral Hall, Audience Chamber
- Maintenance Cost: 1 Gold Per Turn
- Unique Effects: +1 Spy and Spy Capacity, All Spy Operations have a higher chance of success
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
Information: The most versatile of the T2 government districts due to spies getting so many buffs in the R&F expansion. You're going to use Spies for so many things that having them boosted for the late game is unparalleled in power
Government Plaza | Grand Master’s Chapel
- Available At: Monarchy, Merchant Republic, Theocracy
- Base Cost: (Standard Speed) 290 Production
- Requires: One of the following: Warlord’s Throne, Ancestral Hall, Audience Chamber
- Maintenance Cost: 1 Gold Per Turn
- Unique Effects: Grants the ability to purchase Land Units with Faith, Pillaging Improvements and Districts provides additional Faith
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
Information: The Grand Master’s Chapel basically unlocks the full potential of playing a Faith based game. Previously if you wanted to play with Faith you were relegated to getting Reformed Church government type so that you would be able to utilize the stockpiled faith. If you have high faith per turn in R&F you’re going to be able to utilize it at all points in the game, but this is at the cost of all the benefits that an Intelligence Agency will provide so weigh your options carefully here
Government Plaza | Foreign Ministry
- Available At: Monarchy, Merchant Republic, Theocracy
- Base Cost: (Standard Speed) 290 Production
- Requires: One of the following: Warlord’s Throne, Ancestral Hall, Audience Chamber
- Maintenance Cost: 1 Gold Per Turn
- Unique Effects: Leveraging City States costs half Gold, Leveraged Units gain +4 Combat Strength
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
Information: Compared to the other two T2 Government district buildings Foreign Ministry simply does not make the cut. I cannot honestly think of a situation where you’re going to be better off producing this over the other two options available. Prove me wrong and tell me about it to convince me otherwise though!
Government Plaza | National History Museum
- Available At: Fascism, Democracy, Communism
- Base Cost: (Standard Speed) 580 Production
- Requires: One of the following: Intelligence Agency, Foreign Ministry Grand Master’s Chapel
- Maintenance Cost: 3 Gold Per Turn
- Unique Effects: Provides 4 slots for any Great Work
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
- Information: The weakest and least versatile of the T3 government district buildings. The National History Museum is specifically geared towards a Cultural victory and nothing else. If you’re not going for one then don’t touch it
Government Plaza | War Department
- Available At: Fascism, Democracy, Communism
- Base Cost: (Standard Speed) 580 Production
- Requires: One of the following: Intelligence Agency, Foreign Ministry Grand Master’s Chapel
- Maintenance Cost: 3 Gold Per Turn
- Unique Effects: All units when they eliminate a unit, they heal up to 20 hit points
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
Information: Very powerful if you’re planning on meat grinding your way to victory. It’s hard to go wrong with this as it affects all unit types
Government Plaza | Royal Society
- Available At: Fascism, Democracy, Communism
- Base Cost: (Standard Speed) 580 Production
- Requires: One of the following: Intelligence Agency, Foreign Ministry Grand Master’s Chapel
- Maintenance Cost: 3 Gold Per Turn
- Unique Effects: Builders gain the ability to use all of their charges to provide bonus production to a District Project
- Awards for completion: 1 Governor Title, Legacy Policy Card(Type: Wildcard): Based off Government Type active when completed
Information: Hands down the strongest T3 Government District Building as it provides you options towards multiple victory types. You’re able to use builder charges to finish of District Projects which should include Nukes, District Type Projects, Spacerace projects. This is the most versatile of the late game district buildings for your Government District
End Government Plaza
Commercial Hubs
Information
Maintenance Cost:
- 1 Gold Per Turn
Adjacency Bonuses:
- +2 Gold from each adjacent river tile
- +2 Gold from each adjacent Harbor tile
- +2 Gold from each adjacent Royal Navy Dockyard tile
- +1 Gold from every 2 adjacent District tiles
- +1 Gold from each adjacent Government plaza tile
Yields (Per Citizen):
- +4 Gold
Trade Yields:
- Domestic
- +1 Production
- Foreign
- +3 Gold
Currently Commercial Hubs and Harbors are arguably the most impactful early game districts because of the Medieval Era dedication Free Inquiry. If you can get them online by that point and you can get the Civic Guilds to use the Civic Card Town Charters to get to Field Cannons (Ballistics) up to Artillery (Steel) before the Medieval Era ends.
This alone is reason to prioritize them as soon as possible but they are so feature packed that it's nearly impossible to play a game without getting them first. Here's a list of some of their strong points:
- Flexibility: Each trade route is essentially another citizen working for your city -- for any of your cities you choose, which yields Food, Production, Science, Culture, Gold, Faith at your leisure
- No maintenance cost: The Commercial Hub and Harbor Districts are the only two to my knowledge which do not cost you gold per turn to maintain -- neither the district itself nor the district buildings. In fact instead of costing you gold per turn they give you gold per turn
- High Adjacencies: With +2 being standard adjacencies on your Commercial Hubs you can use them as a base district with which to get as many era score boosts as possible to progress further in the game
- Available early: You can get and place these districts quite early. This allows you to "lock in" the district costs so that you can build them later if you have other priorities in the early game -- such as Defensive and Offensive wars
Commercial Hub District Building | Market
- Available At: Currency
- Production Cost: 60 Production
- Purchase Cost: 240 Gold
- Requires: Currency, Commercial Hub District
- Maintenance Cost: 0 GPT
- Unique Traits: +2 GPT, +1 Citizen Slot +1 Great Merchant Point Per Turn
- City-State Type Bonuses: Required to receive T2 City-State Type Bonuses
Information: One of the most important early buildings to get your hands on to create a powerful Civilization through trade: You have to build Markets or Lighthouses to unlock Trade Route Slots with which to specialize your Civilization via either Decentralized Trade or Centralized Trade.
The Market also serves the function of either maintaining your military or district costs as it is one of the main sources of gold in the game
Commercial Hub District Building | Bank
- Available At: Banking
- Production Cost: 145 Production
- Purchase Cost: 240 Gold
- Requires: Banking, Commercial Hub District, Market
- Maintenance Cost: 0 GPT
- Unique Traits: +5 GPT, +1 Citizen Slot +1 Great Merchant Point Per Turn
- City-State Type Bonuses: Required to receive T3 City-State Type Bonuses
Information: Not much to say here -- The Bank will give you a substantial amount of gold, is required to build the T3 Commercial Hub District Building and City-State Type bonuses but there's nothing truly impactful or urgent in getting it down when it becomes available other than that
Commercial Hub District Building | Stock Exchange
- Available At: Economics
- Production Cost: 195 Production
- Purchase Cost: 780 Gold
- Requires: Economics, Commercial Hub District, Market, Bank
- Maintenance Cost: 0 GPT
- Unique Traits: +7 GPT, +1 Citizen Slot +1 Great Merchant Point Per Turn
- City-State Type Bonuses: N/A
Information: As with the Bank, not much to say here -- The Stock Exchange will give you a substantial amount of gold, but unlike the T1-2 district buildings you do not have the added bonus of receiving type bonuses from City-States when this has been produced. Other than that this District Building is required if you wish to build the Big Ben Wonder in a particular city but other than that it is simply going to be produced for the flat GPT it provides
End Commercial Hub
Harbors
Information
Maintenance Cost:
- None
Adjacency Bonuses:
- +1 Gold from every 2 adjacent district tiles
- +1 Gold from each adjacent coastal resource tile
- +2 Gold from each City Center Tile
- +1 Gold from each adjacent Government plaza tile
Yields (Per Citizen):
- +2 Gold
- +1 Science
Trade Yields:
- Domestic:
- +1 Production
- Foreign:
- +3 Gold
Currently Harbors and Commercial Hubs are arguably the most impactful early game districts because of the Medieval Era dedication Free Inquiry. If you can get them online by that point and you can get the Civic Naval Tradition to use the Civic Card Naval Infrastructure to get to Field Cannons (Ballistics) up to Artillery (Steel) before the Medieval Era ends.
This alone is reason to prioritize them as soon as possible but they are so feature packed that it's nearly impossible to play a game without getting them first. Here's a list of some of their strong points:
- Flexibility: Each trade route is essentially another citizen working for your city -- for any of your cities you choose, which yields Food, Production, Science, Culture, Gold, Faith at your leisure
- No maintenance cost: The Harbor and Commercial Hubs Districts are the only two to my knowledge which do not cost you gold per turn to maintain -- neither the district itself nor the district buildings. In fact instead of costing you gold per turn they give you gold per turn
- High Adjacencies: With +2 being standard for putting a harbor adj to any of your cities, more from sea resources and other bonuses you can use them as a base district with which to get tons of era score boosts and flat yields to progress further in the game
- Making Sea settles stronger: The district buildings of Harbors will enhance the power of your coastal cities via making the tiles yield more gold and food, making them workable
- Issues:
- Positioning: The harbor is extremely poorly positioned on the technology tree because of the mandatory goals of multiplayer early game play -- Your first goal is to get up your defenses... unfortunately the technologies required to get those are on the other side of the technology tree (Horseback riding/iron working)
The harbor is a cool quasi-hybrid of all the other districts -- it impacts units, trade, growth, production, science. So while it's strongish to help improve your coastal cities it has a bad case of Jack of all master of none syndrome
Harbor Buildings | Lighthouse
- Available At: Celestial Navigation
- Production Cost: 60 Production
- Purchase Cost: 240 Gold
- Requires: Celestial Navigation, Harbor District
- Maintenance Cost: 0 GPT
- Unique Traits: +1 housing, +1 Citizen Slot +1 Admiral point per turn
- City-State Type Bonuses: N/A
Information: Extremely useful to unlock an extra trade route, but also to unlock your coastal cities true potential because you can actually work the tiles and have enough yields to make it worth your time
Harbor Buildings | Shipyard
- Available At: Mass Production
- Production Cost: 145 Production
- Purchase Cost: 580 Gold
- Requires: Celestial Navigation, Harbor District, Lighthouse
- Maintenance Cost: 2 GPT
- Unique Traits: +1 Gold, +1 Food, +1 Citizen Slot, +1 Great Admiral Point Per Turn
- City-State Type Bonuses: N/A
Information: This district building has extreme potential -- You can get a harbor with 20-30 adjacencies using Raina's Harbormaster promotion, Naval Infrastructure, and a Raina Triangle/Diamond which this district building can then translate into Production which is absolutely amazing on a coastal city
Harbor Buildings | Seaport
- Available At: Electricity
- Production Cost: 290 Production
- Purchase Cost: 1,160 Gold
- Requires: Electricity, Harbor District, Lighthouse, Shipyard
- Maintenance Cost: 0 GPT
- Unique Traits: +2 Gold, +2 Food, +1 Citizen Slot, +1 Great Admiral Point Per Turn
- City-State Type Bonuses: N/A
Information: Really powerful for unlocking the power of your coastal cities potential. You're going to be getting tons of gold in this city just for working tiles. Most importantly though this district is one of the only two which reduces the cost of producing units by 1/4 -- in this case towards Naval units in the game which is substantial when you're building units which cost 250+ production
End Harbor
Encampments
Information
Maintenance Cost:
- 1 Gold Per Turn
Adjacency Bonuses:
- None -- Other districts benefit from adjacency bonuses for being near encampments but encampments receive no benefits
Yields (Per Citizen):
- +1 Production
- +1 Culture
Trade Yields:
- Domestic:
- +1 Production
- Foreign:
- +1 Production
Encampment Information
Encampments are not only your first line of defense but they are also necessary for offense as well: getting an Encampment online is basically an extension of your city center providing Zone of Control against applicable units as well as giving you type bonuses (+2-4 production in your cities when producing units when you have 1/3/6 Envoys in a Militaristic City State) as well as providing Great General points which are absolutely necessary when fighting wars -- Great Generals can easily turn the tide of any battle.
If compared to an Industrial Zone and the Workshop it may seem that the Encampment and Barracks are less effective however it's extremely important to point out that not only do you get comparative production to Industrial zones unless you have very high adjacencies -- 4+ -- but the Encampment and their corresponding buildings are also the only districts in the game which have a % modifier production card to produce efficiently for your entire empire -- Veterancy, unlocked with Military Training. This is something that the Industrial Zone cannot match until you get Industrialization in Multiplayer because if you go on the top side of the tech tree you're inviting an invasion from a player who properly teched and paid attention to your empire
Another extremely important factor of Encampments is they’re required if you want to produce Military Engineers which can further be used to maximize the potential defenses of your empire, as well as build Missile Silos later in the game as well as enhancing the production of mid/late game units since the District Building Military Academy applies a % reduction modifier to the production of units being produced as Corps and Armies and is one of the only things in the game to do so.
Strengths
- Unlocked Early: You will unlock the ability to produce Encampments extremely early in the game at Bronze Working
- Aligns with early game goals: Defence and Offense -- Technology required to build barracks aligns with your goals of the early game
- Great Generals: These are easily the strongest great people type you can unlock within the first 40 turns of the game. Usually the first people to unlock Great Generals have such a massive advantage over their neighbors via troop movement and the extra combat strength that it can net you a couple free cities if not an entire empire
- Veterancy: This is the only civic card in the game which directly impacts your ability to product a district -- +30% when building the encampment itself as well as any district buildings you choose to build afterwards
- Housing: Not only does the Encampment building line give you production and enhance your units but they also grant housing so that you will have the capacity to grow your cities taller to unlock more district slots
- Defence: Using your Encampments to control territory is likely their biggest strength when properly placed they can be as hard or harder than a city to break through -- You can use The Castellan to turn a City Center Encampment combo into a deathtrap of hell with Double Embrasure getting off 6 total ranged attacks between the Encampment, City Center, and Garrisoned Units.
- Comparable to Industrial Zones: While obviously an Encampment will not be AS powerful as a 4+ adjacency Industrial Zone they will easily compare to any Industrial Zone which is under that threshold -- especially when you get to Armories and Military Academies. The reason for this is that you can use Encampments and City-State type bonuses in conjunction with overflow strategies -- Using Civic Cards to enhance the production output of the district. Here's an example -- you have a 3 adjacency Industrial Zone with a Workshop -- So you've got 5 Production from that city (8 with the Civic Card Craftsmen) However you'll be unable to build the next Industrial Zone Building until around turn 90-100 in Multiplayer because if you try to research Industrialization in Multiplayer frankly you're going to die. Comparatively the Encampment itself will give you nothing, but the Barracks will give you +1 production. With one Militaristic City-State and 3 Envoys you will be making 3 Production per turn. However when you get an Armory -- which you tend to get quite early in Multiplayer because most players rush for Musketmen you're sitting at 5 Production per turn -- 7 with 6 envoys in a Militaristic City State. Obviously this only applies when producing units, but if you use overflow strategies (produce a unit then on the last turn before completion chop/harvest a production tile) you can use that production to "overflow" into a district or wonder of your choice. And yes. In advance -- I know you can get type bonuses from Industrial City-States as well however they do not apply to production when you're building units -- only districts. As such the production you gain from that type cannot easily be translated to other aspects of your game as well as units' overflow can
- Overflow Strategies: Any time you're using overflow strategies -- especially late game -- because of the production you get while producing units using City-State Type bonuses you can get some amazing overflow potential from Encampments
Issues:
- Takes a district slot: Frankly this is the only weakness of an encampment -- You've you to balance getting encampments and other districts in each situation for each individual City but that alone is not big enough an issue to stop me from prioritizing them because as you enhance your Encampment by producing the buildings corresponding to it you're also getting more housing.
Encampment Buildings | Barracks
- Available At: Bronze Working
- Production Cost: 45 Production
- Purchase Cost: 180 Gold
- Requires: Bronze Working, Encampment
- Maintenance Cost: 1 GPT
- Unique Traits: +1 Production, +1 housing, +1 Citizen Slot +1 Great General point per turn
- City-State Type Bonuses: +2 Production per turn for cities with a Barracks/Stable
Information: A cheap and powerful early district building to enhance your military power as well as base infrastructure -- Housing and production as well as some great bonuses towards some city states which are normally uncontested. As long as you have a Militaristic City-State and a Barracks your encampment is worth +3 Production per turn for that city when building units -- civilian or combat, naval, air, land, siege, support -- whatever you need or want.
Encampment Buildings | Stable
- Available At: Horseback Riding
- Production Cost: 60 Production
- Purchase Cost: 240 Gold
- Requires: Horseback Riding, Encampment
- Maintenance Cost: 1 GPT
- Unique Traits: +1 Production, +1 housing, +1 Citizen Slot +1 Great General point per turn
- City-State Type Bonuses: +2 Production per turn for cities with a Stable/Barracks
Information: A cheap and powerful early district building to enhance your military power as well as base infrastructure -- Housing and production as well as some great bonuses towards some city states which are normally uncontested. As long as you have a Militaristic City-State and a Barracks your encampment is worth +3 Production per turn for that city when building units -- civilian or combat, naval, air, land, siege, support -- whatever you need or want.
Encampment Buildings | Armory
- Available At: Military Engineering
- Production Cost: 95 Production
- Purchase Cost: 390 Gold
- Requires: Military Engineering, Encampment, Barracks/Stable
- Maintenance Cost: 2 GPT
- Unique Traits: +2 Production, +1 housing, +1 Citizen Slot +1 Great General point per turn
- City-State Type Bonuses: +2 Production per turn for cities with an Armory
Information: A cheap and powerful early district building to enhance your military power as well as base infrastructure -- Housing and production as well as some great bonuses towards some city states which are normally uncontested. As long as you have a Militaristic City-State and an Armory your encampment is worth +3 Production per turn for that city when building units -- civilian or combat, naval, air, land, siege, support -- whatever you need or want.
Encampment Buildings | Military Academy
- Available At: Military Science
- Production Cost: 195 Production
- Purchase Cost: 780 Gold
- Requires: Military Science, Encampment, Armory
- Maintenance Cost: 2 GPT
- Unique Traits: +3 Production, +1 housing, +1 Citizen Slot +1 Great General point per turn
- City-State Type Bonuses: N/A
Information: A cheap and powerful district building to enhance your military power as well as base infrastructure -- Housing and production as well as some great bonuses towards some city states which are normally uncontested.
Unique to only two buildings in the game, the Military Academy reduces the cost of a unit type by a % -- 1/4 of the normal production cost. This something that is beyond impactful because unlike the other bonuses in the game -- say Feudal Contract +50% production towards specific unit types. So if your city is making 20 Production per turn it goes up to 30 when producing a unit affected by this civic card. The Military Academy instead reduces the cost of the unit itself when producing corps/armies. If you're talking about a unit that costs 300+ Production this is beyond substantial
End Encampment
Campus
Information
Priority dependent on the stage of the game and which great people appear: usually you want 1-2 Campuses early but more than that only if you can get 3+ adj bonuses from mountains/jungles/districts in your cities as other districts take priority at the early stages of the game
Maintenance Cost:
- 1 Gold Per Turn
Adjacency Bonuses:
- +1 Science from each adjacent Mountain Tile
- +1 Science from every 2 adjacent Rainforest Tiles
- +1 Science from every 2 adjacent District Tiles
- +1 Science from each adjacent Government plaza
Yields (Per Citizen):
- +2 Science
Trade Yields:
- Domestic:
- +1 Food
- International:
- +1 Science
Campus Building | Library
- Available At: Writing
- Production Cost: 45 Production
- Faith Purchase Cost: 90 Faith
- Purchase Cost: 180 Gold
- Requires: Writing, Campus
- Maintenance Cost: 1 GPT
- Unique Traits: +2 Science, +1 Citizen Slot, +1 Great Scientist point per turn
- City-State Type Bonuses: +2 Science per turn for cities with a Library
Information: A cheap district building that you can compound with City-State type bonuses early to get a large amount of Science
Campus Building | University
- Available At: Education
- Production Cost: 125 Production
- Faith Purchase Cost: 260 Faith
- Purchase Cost: 500 Gold
- Requires: Education, Campus, Library
- Maintenance Cost: 2 GPT
- Unique Traits: +4 Science, +1 Housing, +1 Citizen Slot, +1 Great Scientist point per turn
- City-State Type Bonuses: +2 Science per turn for cities with a University
Information: An extremely powerful district building when combined with City-State type bonuses and Great People such as Issac Newton, Einstein and the Rationalism Civic Card
Campus Building | Research Lab
- Available At: Chemistry
- Production Cost: 290 Production
- Faith Purchase Cost: --- Faith
- Purchase Cost: 500 Gold
- Requires: Chemistry, Campus, University
- Maintenance Cost: 2 GPT
- Unique Traits: +5 Science, +1 Citizen Slot, +1 Great Scientist point per turn
- City-State Type Bonuses: N/A
Information: There's not really much that stands out about the Research Lab -- It's a strong late game source of SPT if you have the production or gold or faith to invest into it
End Campus
Theater Squares
Information
You 100% want to grab Theater squares if you’re playing with any Civilization who can get the +50% production boost to producing them (Gorgo, Pericles, Hojo) The strongest aspect of this district is almost no other players focus on Great Writers/Artists/Musicians so if you can get these out for the great people points alone you can easily lead in Culture. It’s important to note that there are few adj bonuses for Theater squares naturally: as such I suggest putting one in any city that does not have an ideal Campus(See Campus for ideal Campus Placements)
Maintenance Cost:
- 1 Gold Per Turn
Great People Points:
- +1 Great Writer Point Per Turn
- +1 Great Artist Point Per Turn
- +1 Great Musician Point Per Turn
Adjacency Bonuses:
- +2 Culture from each adjacent wonder tile
- +1 Culture from every 2 adjacent district tiles
- +1 Culture from each adjacent Government Plaza Tile
Yields (Per Citizen):
- +2 Culture
Trade Yields:
- Domestic:
- +1 Food
- International:
- +1 Culture
Theater Square Building | Amphitheater
- Available At: Drama and Poetry
- Production Cost: 75 Production
- Faith Purchase Cost: 150 Faith
- Purchase Cost: 300 Gold
- Requires: Drama and Poetry, Theater Square
- Maintenance Cost: 1 GPT
- Unique Traits: +2 Culture, +1 Citizen Slot, +1 Writer point per turn
- City-State Type Bonuses: +2 Culture per city with an Amphitheater
Information: An expensive early game district building, but with extremely high yields -- Each Amphitheater is essentially worth +8-10 CPT after you get a Great Writer and house them in them which is WAY more than any other district can get in the early game so while expensive it's well worth the cost
Theater Square Building | Art Museum
- Available At: Humanism
- Production Cost: 145 Production
- Faith Purchase Cost: 290 Faith
- Purchase Cost: 580 Gold
- Requires: Humanism, Theater Square, Amphitheater
- Maintenance Cost: 2 GPT
- Unique Traits: +2 Culture, +1 Citizen Slot, +1 Writer point per turn, +2 Artist Points Per Turn
- City-State Type Bonuses: +2 Culture per city with a Art Museum
Information: A potentially strong mid game source of Culture if you can get your great works themed an amazing source of culture--however it can be difficult to get an early art museum themed
Theater Square Building | Archaeological Museum
- Available At: Humanism
- Production Cost: 145 Production
- Faith Purchase Cost: 290 Faith
- Purchase Cost: 580 Gold
- Requires: Humanism, Theater Square, Amphitheater
- Maintenance Cost: 2 GPT
- Unique Traits: +2 Culture, +1 Citizen Slot, +1 Writer point per turn, +2 Artist Points Per Turn
- City-State Type Bonuses: +2 Culture per city with a Archaeological Museum
Information: A potentially strong late game source of Culture if you can get your great works themed an amazing source of culture--however before you can get Artifacts you must first get to later the much later Natural History civic to unlock the Archaeologist and then produce that unit and then find and theme the artifacts which can take quite a bit of time
Broadcast Center
- Available At: Radio
- Production Cost: 280 Production
- Faith Purchase Cost: --- Faith
- Purchase Cost: 1,160 Gold
- Requires: Radio, Theater Square, Art Museum/Archaeological Museum
- Maintenance Cost: 3 GPT
- Unique Traits: +4 Culture, +1 Citizen Slot, +2 Great Musician point per turn, +1 Artist Points Per Turn
- City-State Type Bonuses: N/A
Information: A strong source of late game culture and tourism via musicians combined with Civic Cards
End Theater Square
Industrial Zones
Information
Industrial Zones are super nice if you’re able to compete in Culture and Science without investing into the perspective districts.
Industrial Zones are in general better than a Campus or Theater square as raw production from them can be utilized to build all other districts or simply units however they are extremely dependent on adj bonuses just as the Campus is.
If you can get 3+ production adj from mines or other districts take this before a campus or theater square as it will be more beneficial all game.
Workshop
- Available At: Apprenticeship
- Production Cost: 87 Production
- Purchase Cost: 390 Gold
- Requires: Apprenticeship, Industrial Zone
- Maintenance Cost: 1 GPT
- Unique Traits: +2 Production, +1 Citizen Slot, +1 Great Engineer point per turn
- City-State Type Bonuses: +2 Production in cities with a Workshop when building districts and wonders
Information: An extremely basic source of production -- Expensive but a good source of production mid game for producing infrastructure
Factory
- Available At: Industrialization
- Production Cost: 155 Production
- Purchase Cost: 780 Gold
- Requires: Industrialization, Workshop, Industrial Zone
- Maintenance Cost: 2 GPT
- Unique Traits: +3 Production, +1 Citizen Slot, +1 Great Engineer point per turn
- City-State Type Bonuses: +2 Production in cities with a Factory when building districts and wonders
Information: An extremely basic source of production -- Expensive but a good source of production Late game for producing infrastructure and units and projects
- Available At: Electricity
- Production Cost: 202 Production
- Purchase Cost: 1,160 Gold
- Requires: Electricity, Factory, Industrial Zone
- Maintenance Cost: 3 GPT
- Unique Traits: +4 Production, +1 Citizen Slot, +1 Great Engineer point per turn
- City-State Type Bonuses: N/A
Information: An extremely basic source of production -- Expensive but a good source of production late game for producing infrastructure
Holy Sites
Since Rise and Fall was released Holy Sites have taken a turn for the better, depending on your pantheon and Follower Beliefs you can use them as a hybrid district to fill in for multiple other districts: For example a religious combination as follows:
- Pantheon: Goddess of Healing,
- Follower Belief: Choral Music
- Founder Belief: Church Property
- Enhancer Belief: Missionary Zeal
You can essentially combine the power of three other districts: the tile control of an Encampment, the Culture of a Theater Square and the gold of a Commercial Hub and you can use your religious units to gain vision of the whole map. Because of this versatility Holy Sites are quite high on my priorities.
However while they can compete with other districts to an extent they will never really compete with the full power of the districts designed to function for that specific purpose.
- Available At: Astrology
- Production Cost: 35 Production
- Purchase Cost: 140 Gold
- Requires: Astrology, Holy Site
- Maintenance Cost: 1 GPT
- Unique Traits: +2 Faith, +1 Citizen Slot, +1 Great Prophet point per turn
- City-State Type Bonuses: +2 Faith in cities with a Shrine
Information: Allows the spread of early Religion via Missionaries, also is a great source of Faith if you're planning a faith stockpile strategy later in the game combined with City-State Type bonuses
- Available At: Astrology
- Production Cost: 53 Production
- Purchase Cost: 240 Gold
- Requires: Astrology, Holy Site
- Maintenance Cost: 2 GPT
- Unique Traits: +4 Faith, +1 Citizen Slot, +1 Great Prophet point per turn, +1 Relic Slot
- City-State Type Bonuses: +2 Faith in cities with a Temple
Information: Allows the best spreading ability for religion, the ability to upgrade your religion to have 4 beliefs, the best religious defense, unique religious units, and the ability to build the Religious Worship Building in this city
Aerodromes
The tech that Aerodromes are available [Flight] is usually the point in the game where I’ve just finished my transition from decentralized trade to centralized trade. For any Civilization but Aztec it’s extremely expensive to produce districts this late in the game so you’ll have to maximize the production potential you’ve accumulated throughout the game via expansions (and so Trade Routes).
There is also another factor including Aerodromes which is important to consider: You can only produce Airplanes if you have them online.
Also something else that many players will neglect is that you can teleport units when you have an Aerodrome, an Airport building inside that Aerodrome and Rapid Deployment! This makes Aerodromes vital for late game warfare on maps Standard size + and on maps with many different bodies of water separating continents.
Spaceports
This is where Centralized trade comes into play the most! When Spaceports are available you’ve already created so many districts that the district cost of Spaceports can take up to 30 turns to produce! (this is around turn 120-150, online speed)!
If you wish to go for a Science Victory you’re going to have to use Centralized trade to maximize your production in the cities you’re planning on building Spaceports in.
Entertainment Complexes
Update required: Entertainment districts utility changed in R&F
With the implementation of the Bread and Circuses Project with Entertainment Districts there was hope these districts would become useful. The exact numbers are +1 loyalty pressure while the project is running and +20 burst pressure when completed. These numbers do not appear to have the oomph behind them to have any relevance.
I do not suggest building these districts in mass.
Water Parks
Aqueduct
Neighborhood
Districts that require no District Slot? Looks good but in reality you’re not going to need to build more than 1 Aqueduct and only for boosts:
1: the boost to Military Engineering
2: The boost to Civil Engineering
As far as Neighborhoods are concerned I do not suggest building them AT ALL and the reason for this is because by building them you put your empire in an extremely vulnerable state versus spies who by running the “Recruit Partisans” task can spawn barbarians of the highest tech that you have researched allows (if you have researched combustion then Tanks will spawn)
If you do decide to build them then make sure you’re building them around your other districts so that you can use your spies to protect yourself from masses of barbarians but that’s not going to stop a player who sees you using Neighborhoods and is worth their salt.
There is one important exception for Neighborhoods!
When you get the civic card Public Transportation(See Civic Cards) which is available at Urbanization you can get TONS of gold simply by replacing farms with Neighborhoods on high appeal tiles