*This page last updated: 19 January, 2018 10:13 PST. (Log of recent changes)
Disclaimer: The information listed below is about a game that is still under development, and so is incomplete and subject to change.

Cities occupy the same number of tiles as in Civ V (36 total, a radius of 3 tiles outside the city center), but buildings and wonders now spread outside the city center into the city radius, intermingling with (and competing for space with) improvements.

In Civilization VI, each building type is part of a District, and each district exists as a separate tile on the map. Districts are constructed in the city like buildings, and are prerequisites for the buildings they contain. There are 12 different color-coded district types, including harbor, research campus, military encampment and industrial zone. Like buildings, only one of each district type can be built within each city. The terrain a district is placed on may significant bonuses.

The City Center appears to be its own district, and appears to contain buildings such as a monument, granary, and perhaps the palace.

Production in cities is the same as in past versions of the game. Certain cities unlock special production tasks called Projects; for example, the Holy Site Prayers project converts production into Faith and Great Prophet Points. Presumably the Campus gives a research project, the Commercial Hub an economic project, etc. These are limited-duration tasks (unlike the equivalent in Civ V which were endless); according to quill18, the project converts production to the desired resource each turn, and then at the end of the task awards Great Person Points.

Tile improvements (such as mines, quarries, farms, plantations, etc.) appear to be separate from districts, and constructed by a Builder Unit. If so, they will compete with districts and wonders for space in the tiles around your city.

The city's border graphic indicates its status; a hashed line means you have Open Borders with that city (or it's too early in the game for that city to be able to close its borders), and a solid like means the borders are closed.

“A science district, which we’ve called a Campus, once constructed will allow you to put a library and a university and a research lab out on that tile. And now your city is sort of specialized toward being a really good science city.” -Ed Beach.

“Right out of the gate you’re going to get adjacency bonuses of science by putting a Campus next to mountains or jungle. If you put down a holy site you’re going to want it next to woods to get the bonus there. If you’re on the coast, obviously you’re going to want to build a harbor. But these take up tiles, so eventually you also have to think about feeding your people. You have to make sure you can still build farms and mines, and wonders take up whole tiles as well. You can’t have everything everywhere.” - Dennis Shirk

“One city can only go out three tiles in all directions,” Shirk said. “One city with maximum land can’t build every Wonder. If you build every district in one city, you will not have enough farmland to support your population. You have to make these decisions city by city. We are unstacking the cities and taking that to the nth degree.” - Dennis Shirk

Amenities

Happiness is once again per-city rather than empire-wide, and is increased by "Amenities." Entertainment and luxury resources provide Amenities (the luxury resources provided by City-States give 6 Amenities each), but it appears that they may only provide Amenities to the local city. In addition to Luxury resources, Amenities can also be affected (either positively or negatively by Civics, Entertainment districts and buildings, Great People effects, Religion, National Parks, War Weariness, and Bankruptcy. Lack of Amenities can negatively affect non-food yields.

"Amenities are evaluated locally for each city, so even though there's some Amenities that can be spread across your empire or be regional as well, everything is looked at and checked at the local level, so it's a very different approach to the global happiness that Civ V had." - Ed Beach

Housing

A starting city has a limited housing capacity, which can be added to by building certain structures or improvements. Each Farm or Plantation improvement adds 0.5 capacity, a Granary adds +2, and a Barracks adds +1. Housing appears to operate along with Amenities and available Food to determine the growth of a city, rather than acting as a hard cap. Local tile Appeal also impacts city growth.

"There are couple of new factors to replace happiness. There still is a happiness metric, but all that is is the evaluation of how well you're serving the people at a particular city, and the way you serve them is by providing them with housing, and with amenities. So, those do control the growth of a city. If you have too little housing ... even if you have plenty of food, that's going to slow down the growth eventually; if you get more people than you have places for them to live in, it's not going to grow at all." - Ed Beach

"At the most basic level, Housing is driven by how much water is available. If you're trying to settle a city on the desert, and there's not even an oasis or river or anything like that nearby, you're going to start being able to support only very few people. If there's a nice source of fresh water, you're going to start with a higher level of housing. Then it's a matter of adding buildings or neighborhoods that provide that capacity, so for instance, a good example of a building that does that is a Barracks." - Ed Beach

Projects

These are alternate production activities, whereby production is converted to another resources. One example is Holy Site Prayers, which coverts production to Faith. These projects have a limited build time (instead of being never-ending as in previous iterations) and provide the resources and any additional bonuses at the end of production instead of continuously. Another is the Brazilian Carnivale, which converts production to Culture, and awards Great Person points on completion.

Specialists

From Civilopedia: "Specialists are alternative assignments for Citizens, which involve working a district tile instead of a normal tile. As a general rule, specialists are a good way to get yields otherwise hard to find on normal tiles, but the city needs a solid support base of Food to support them in the long term. Specialists are also particularly useful when a city grows large later in the game, and has more Population than there are normal tiles to work. There are different types of specialists, each with different effects. All specialist types except the generic Citizen have a limit on how many assignments there can be in a city. This limit is determined by the number of buildings in the district associated with that specialist type."

Sieges

If you can occupy all six hexes around a city center (either with your units or their zone of control), then that city will not recover hit points.

Razing Cities

You have a one-time option to raze a city on the turn you conquer it. Razing it will clear the city and all its districts and buildings from the map.

City UI

There is no longer a dedicated city screen; everything from the build menu to population/tile management happens as an overlay on the main map. Most of the City UI is condensed into this relatively small panel.

There is also a City Details pane with additional information. The known first tab details Citizen Growth, Amenities and Housing (the latter part seen in the figure up above under the Amenities section.

Districts and Buildings

Districts are containers for up to 3 buildings. As a city grows, it gains access to more districts, which must be placed on individual tiles around the city center. A city must have a population of 3 to build its first district, and roughly 3 more to build each new district. The ability to build a particular building requires the associated district. Districts themselves are unlocked by Technologies or Civics. A few buildings can be built in the city center itself. There are 12 different district types, not including the city center.

Districts (other than the City Center and Encampment) do not have any inherent combat strength or ranged attack, and the buildings in them can be pillaged like improvements. Pillaging a district which contains buildings will require multiple actions.  Districts and buildings pillaged in this manner are not permanently destroyed. It looks like buildings can be repaired either as a production task by the city itself, or by Builders (this takes a turn, but not a build charge).

Districts add to the Combat Strength of the city center, and pillaging districts reduces that strength. Districts and Buildings do have maintenance costs, but these are still being determined, and are not in the preview builds we've seen.

Civilization unique districts always have half the construction cost of the district they replace.

Major adjacency bonuses give +2 of a yield; Standard adjacency bonuses give +1 of a yield, and Minor adjacency bonuses give +0.5 of a yield.

"Outside cities when your army's approaching, there are all sorts of activities to rampage around the countryside, pillage the other guy's districts, pillage his improvements. We have strategic bombing, so that when you get to the air force part of the game, you can specifically target his industrial center, his scientific center ... hit him where it's really going to hurt him, and you don't even have to have forces on the ground necessarily, you can do it with strategic bombing." - Ed Beach

District Requires Yield Citizen
Yields*
Adjacency Bonuses Base
Cost
Maint. Buildings Projects
City Center - 2 Food, 1 Production   - - - Palace, Monument, Granary, Water Mill, Walls, Sewer -
Holy Site Astrology +1 Great Prophet ppt +2 Faith Faith: +2 Natural Wonders; +1 Mountain; +½ Woods, Districts 60 1 Shrine, Temple, Worship Building Prayers (Faith & GPP))
Campus Writing +1 Great Scientist ppt +2 Science Science: +1 Mountain; +½ Rainforest, Districts 60 1 Library, University, Research Lab Research Grants (Science & GSP))
Encampment Bronze Working +1 Great General ppt +1 Culture, +1 Production - 60 1 Barracks or Stables, Armory, Military Academy Training (Gold & GGP))
Harbor Celestial Navigation +1 Trade Route; +1 Great Admiral ppt +2 Gold. +1 Science Gold: +1 Coastal resource, +½ District 60 1 Lighthouse, Shipyard, Seaport Shipping (Gold & GAP))
Commercial Hub Currency +1 Trade Route; +1 Great Merchant ppt +4 Gold Gold: +2 Harbor, River; +½ District 60 - Market, Bank, Stock Exchange Investment (Gold & GMP))
Entertainment Complex Games and Recreation - ? - 60 1 Arena, Zoo, Stadium -
Theater Square Drama and Poetry +1 Great Artist ppt +2 Culture Culture: +1 Wonders; +½ Districts ? ? Amphitheater, Museum, Broadcast Center Festival (Culture & GAP, GWP, GMP))
Aqueduct Engineering +2 or +6 Housing - - 50 - - -
Industrial Zone Apprenticeship +1 Great Engineer ppt +2 Production Production: +1 Mine, Quarry; +½ District 60 1 Workshop, Factory, Powerplant Logistics (Gold & GEP)
Neighborhood Urbanization (Housing) - - ? ? - -
Aerodrome Flight 4 aircraft capacity - - 60 1 Hangar, Airport ?
Spaceport Rocketry - - - 2000 - - Earth Satellite, Moon Landing, Mars Colony x 3

*The Citizen Yield refers to specialists assigned to work in the district; the yield is per citizen assigned.

City Center

Buildings: Palace, Monument, Granary, Water Mill, Walls, Sewer
Note: The city center starts the game with a combat strength value and so can resist attacks to some degree, and it gains a ranged attack when it is upgraded with Ancient Walls. If the city center is captured, the entire city is captured.

“All those districts you put outside the city are vulnerable to enemy attack independently of whether or not the city centre has been taken. So if Montezuma has a whole bunch of fast-moving cavalry in his army, and he knows he's not going to be able to punch through a heavily defended city centre with walls, what he can do is bring those cavalry in and pillage my districts and my science and industrial capacity. He can destroy that and I'll have to rebuild it all, so there's a lot of damage you can do to your enemies without actually taking the city.” - Ed Beach

The Palace

From Civilopedia: "The Palace is a special building. Part building, part wonder, the Palace automatically appears in the first city you build, which makes that city the Capital of your empire. The Palace provides a small amounts of Production, Science, Gold, and Culture to your civilization. If your Capital is captured by another civilization and you still have other cities under your control, the Palace will become available to build in one of those cities to make it your new Capital."

Notes: The Palace looks different by era and according to the region of the civilization.

Monument

Yield: +2 Culture
Cost: 50 production

Granary

Requires: Pottery
+1 Food, +2 Housing
Base Cost: 65 production

Water Mill

Requires: Wheel
Base Cost: 80 production
Yield: +1 Food, +1 Production
Cost: 65 production
"Rice and Wheat resources gain +1 Food each. City must be adjacent to a river. "

Ancient Walls

Requires: Masonry
Base Cost: 80 Production; Maintenance: 1 Gold
+50 Outer Defense
"Provides Walls around the City Center and Encampment district. Walls allow ranged strikes from the City Center and Encampment district, and must be defeated before a city can be assaulted."
Notes: A city center with Walls has two health bars, presumably one for the city itself and one for the Walls. There are two upgrades to the Ancient Walls listed in the tech tree: Medieval and Renaissance Walls.

Medieval Walls

Requires: Castles, Ancient Walls
Base Cost: 225 production; Maintenance: 1 Gold
+50 Outer Defense
"Increases the strength of your outer defenses."

Renaissance Walls

Requires: Siege Tactics, Medieval Walls
Base Cost: 305 production; Maintenance: 1 Gold
+50 Outer Defense
"Raises the strength of your outer defenses to the highest possible level."

Sewer

Requires: Sanitation
Base Cost: 405 production; Maintenance: 2 Gold
Yield: +2 Housing
Notes: As far as I'm able to tell, the Sewer does not have a graphical representation in the city center.

Campus

Requires: Writing
Base Cost: 60 Production; Maintenance: 1 Gold
Adjacency: Standard Science bonus for each adjacent Mountain. Minor Science bonus for adjacent district tiles and adjacent Rain Forest tiles.
Yield:+1 Great Scientist Point per turn.
Specialist Yields: +2 Science
Buildings: Library, University (Requires Education), Research Lab (requires Chemistry)
Project: Campus Research Grants: Earn Science for your Civilization equal to 15% of any Production contributed to this project. Earn Great Scientist Points upon completion. Base Cost: 25 production.
Notes: When you pillage an enemy Campus, you gain a research credit towards one of the technologies known by the enemy.

Library

Requires: Writing, Campus
Yield: +2 Science, +1 Great Scientist point per turn, +1 Citizen slot
Base Cost: 80 production; Maintenance: 1 Gold

University

Requires: Education
Base Cost: 225 production ; Maintenance: 2 Gold
Yield: +4 Science, +1 Housing, +1 Citizen slot, +1 Great Scientist point per turn

Research Lab

Requires: Chemistry, University
Base Cost: 535 production; Maintenance: 3 Gold
Yield: +5 Science, +1 Citizen slot, +1 Great Scientist point

Madrasa

Requires: Theology civic
Notes: This is a unique building for Arabia. It provides more science than the University which it replaces, and it also provides Faith according to the Campus' adjacency bonus.

Holy Site

Requires: Astrology
Base Cost: 60 production; Maintenance: 1 Gold
Adjacency: Major Faith bonus for adjacent natural wonders. Standard Faith bonus for each adjacent Mountain tile. Minor Faith bonus for adjacent district tiles and unimproved Woods tiles.
Yield: +1 Great Prophet point per turn
Specialist Yields: +2 Faith per citizen
Buildings: Shrine, Temple, Worship Building (see Worship Beliefs)
Project: Holy Site Prayers: Earn Faith for your Civilization equal to 15% of any Production contributed to this project. Earn Great Prophet point upon completion. Base Cost: 25 production.
"A district in your city for religious worship."
Notes: Religions are reportedly now founded at the Holy Site (or a religious wonder such as Stonehenge) rather than in the city center. When you found a religion, in addition to choosing various Beliefs, you can choose which type of building is used for worship, which gives distinctive bonuses.

Shrine

Requires: Astrology
Base Cost: 65 production; Maintenance: 1 Gold
Yield: +2 Faith, +1 Great Prophet point, +1 Citizen slot
Notes: Allows the purchasing of Missionaries.

Temple

Requires: Theology, Holy Site
Base Cost: 105 Production; Maintenance: 1 Gold
Yield: +4 Faith, +1 Great Prophet point per turn, 1 Relic Slot, +1 Citizen slot
"Allows the purchasing of Apostles. Apostles can only be purchased with Faith.

Stave Church

Requires: Theology civic, Shrine, Holy Site
Base Cost: 105 production; Maintenance: 2 gold
Yield: +4 Faith, +1 Citizen slot, +1 Great Prophet point per turn, +1 Relic slot
Notes: This is a unique building for Norway. It replaces the Temple, and gains an additional Faith adjacency bonus from Woods.

Prasat

Notes: Unique building for Khmer; replaces Temple. Missionaries purchased in this city receive the Martyr ability which grants a Relic if this Missionary dies in Theological Combat.

Worship Building

Notes: The third building slot can be filled with a choice from Worship Beliefs for your religion: Cathedral, Gurdwara, Meeting House, Mosque, Pagoda, Synagogue, Wat, Stupa, and Dar-e Mehr.

Lavra

Notes: Russian replacement for the Holy Site district. The city grows by one tile each time a Great Person is expended in it.

Encampment

Requirement: Bronze Working
Base Cost: 60 Production; Maintenance: 1 Gold
Buildings: Barracks OR Stables, Military Armory, Academy
Yield: +1 Great General point
Specialist Yields: +1 Culture, +1 Production
Project: Encampment Training: Earn Gold for your Civilization equal to 15% of any Production contributed to this project. Earn Great General points upon completion. Base Cost: 25 production
"A district in your city for military facilities. Cannot be adjacent to a City Center."
Notes: If Walls are built in the city, the encampment also gains a ranged attack. New military units appear in the encampment rather than in the city center. The encampment has hit points like a city center, and so must be attacked like a city in order to be destroyed.

Barracks

Base Cost: 80 Production; Maintenance: 1 Gold
Yield: +1 Production, +1 Housing, +1 Great General points, +1 Citizen slot
"25% combat experience for all melee and ranged units trained in this city. May not be built in an Encampment district that already has a Stable."

Stable

Requires: Horseback Riding
Base Cost: 105 production; Maintenance: 1 Gold
Yield: +1 Production, +1 Housing, +1 Citizen slot, +1 Great General point per turn
"+25% combat experience for all cavalry class units trained in this city. May not be built in an Encampment district that already has a Barracks."

Armory

Requires: Military Engineering
Base Cost
: 175 production; Maintenance: 2 Gold
Yield
: +2 Production, +1 Citizen slot, +1 Great General point
"+25% combat experience for all land units trained in this city."
Notes
: Required to build Military Engineers.

Military Academy

Requires: Military Science, Armory
Base Cost: 355 production; Maintenace: 2 Gold
Yield: +3 Production, +1 Housing, +1 Citizen slot, +1 Great General point
"+25% combat experience for all land units trained in this city. Faster Corps and Army training."

Basilikoi Paides

Notes: Macedonian unique building; replaces Barracks. Gain Science equal to 25% of the unit's cost when a non-civilian unit is created in this city.

Entertainment Complex

Requires: Games and Recreation civic
Base Cost
: 60 production; Maintenance: 1 Gold
Buildings
: Arena, Zoo, Stadium
Yield: +1 Amenity from entertainment
Notes: The Amenities benefits extend to all cities within 6 tiles.

Arena

Requires: Games and Recreation, Entertainment Complex
Base Cost: 135 production; Maintenance: 1 Gold
Yield: +1 Amenity from entertainment

Tlachtli

Notes: This is a unique building for the Aztecs. It gives Amenities, Faith, and Great General Points. Presumably replaces Arena.

Zoo

Requires: Natural History, Arena
Base Cost: 405 Production; Maintenance: 3 Gold
Yield: +1 Amenity from entertainment
"Bonus extends to each city center within 6 tiles."

Stadium

Requires: Professional Sports, Zoo
Base Cost: 600 Production; Maintenance: 3 Gold
Yield: +2 Amenities from entertainment
"Bonus extends to each city center within 6 tiles."

Street Carnival

"A district unique to Brazil dedicated to keeping your people happy by increasing Amenities.  Replaces the Entertainment district."
Projects: CARNIVAL Project. Holds an elaborate festival which makes citizens more happy and helps uncover talented individuals. +2 Amenities for this city while being worked. Earn Great (Artist, Engineer, Merchant, Musician, Writer) Points upon completion.
Notes: As a unique district, the Street Carnival is half the production cost of the normal entertainment district.

Theater Square

Requires: Drama and Poetry civic
Base Cost
: 60 production; Maintenance: 1 Gold
Adjacency
: Standard Culture bonus for each adjacent wonder. Minor Culture bonus for adjacent district tiles.
Yield: +1 Great Artist point, +1 Great Writer point, +1 Great Musician point
Project: Theater Square Festival: Provides Culture and Great Writer, Great Artist, and Great Musician points. Base Cost: 25 production.
Specialist Yields: +2 Culture
Buildings: Amphitheater, Museum, Broadcast Center
Notes: This is the district for culture buildings.

Amphitheater

Requires: Drama and Poetry, Theater Square
Base Cost: 135 Production; Maintenance: 1 Gold
Yield: +2 Culture, +1 Great Writer point per turn, 1 Great Work of Writing slot, 1 Citizen slot

Archaeological Museum

Requires: Humanism civic, Amphitheater
Base Cost
: 265 Production; Maintenance: 1 Gold
Yield:
+2 Culture, +2 Great Artist ppt, +1 Great Writer ppt, 3 Artifact slots, 1 Citizen slot
"
Holds Artifacts. May not be built in a Theater Square that already has an Art Museum."
Notes
: This appears to be a requirement for fielding Archaeologists and a site for housing Artifacts. It looks like each Archaeology Museum can support 1 Archaeologist (and the English version can support 2).

Art Museum

Requires: Humanism civic, Amphitheater
Base Cost
: 265 Production; Maintenance: 1 Gold
Yield:
+2 Culture, +2 Great Artist ppt, +1 Great Writer ppt, 3 Great Work of Art slots, 1 Citizen slot
"
Holds Great Works of Art. May not be built in a Theater Square that already has an Archaeological Museum."
Notes
: Looks only slightly different from the Archaeological Museum.

Broadcast Center

Requires: Radio, Art Museum or Archaeological Museum
Base Cost: 525 production; Maintenance: 3 Gold
Yield: +4 Culture, +1 Citizen slot, +1 Great Artist point, +1 Great Musician point, +1 Great Work of Music slot

Film Studio

Notes: American unique building that boosts Tourism during the modern era. Replaces the Broadcast Center.

Acropolis

Notes: Unique district for Greece that replaces the Theater District. Gains higher culture adjacency bonuses for being next to districts, especially the City Center. Must be built on a Hill.

Harbor

Requires: Celestial Navigation
Base Cost
: 60 production
Buildings
: Lighthouse, Shipyard, Seaport
Adjacency: +1 Gold per coastal resource; +1 Gold per 2 district tiles
Yield: +1 Trade Route, +1 Great Admiral point
Specialist Yields: +2 Gold, +1 Science
Project: Harbor Shipping: Earn Gold for your Civilization equal to 15% of any Production contributed to this project. Earn Great Admiral points upon completion. Cost: 112 production (quick).
"A district for naval activity in your City. Also removes the Movement penalty for embarking and disembarking to and from this tile. Must be built on Coast or Lake terrain adjacent to land."
Notes: The Harbor does not have to be adjacent to the city center, and so a city can build a harbor even if it is not directly on the coast.

Lighthouse

Requires: Celestial Navigation, Harbor
Base Cost: 105 production
Yield: +1 Food, +1 Gold, +1 Housing, +1 Citizen slot, +1 Great Admiral point per turn.
"+25% combat experience for all naval units trained in this city."

Shipyard

Requires: Mass Production
Base Cost: 265 production; Maintenance: 2 Gold
Yield
: +1 Citizen slot, +1 Great Admiral points per turn
"+25% combat experience for all naval units trained in this city. Bonus Production equal to the Gold adjacency bonus of the Harbor district. Requires Harbor a district with a Lighthouse."
Project: Harbor Shipping; provides Gold and Great Admiral points.
Notes: The graphical representation of the Shipyard is slightly vague; the number of piers increases and there is an added blue warehouse.

 

Seaport

Requires: Electricity
Base Cost: 525 Production
Yield: +2 Gold, +2 Food, +1 Housing, +1 Citizen slot, +1 Great Admiral point
"Faster Fleet and Armada training. +25% combat experience for all Naval units trained in this city."
Notes: The Seaport is indicated by the blue loading cranes on the pier.

Royal Navy Dockyard

Notes: This is the English unique variant of the Harbor. It provides bonus Movement for naval units built in it, bonus gold for Dockyards on other continents, and Great Admiral points. As a unique district, the Dockyard is half the production cost of the normal Harbor district.

Commercial Hub

Requires: Currency
Buildings
: Market, Bank, Stock Exchange
Base Cost: 60 production
Adjacency: Major Gold bonus for each adjacent Harbor district, or tile edge containing a river. Minor Gold bonus for adjacent district tiles.
Yield: +1 Trade Route capacity, +1 Great Merchant point per turn,
Specialist Yields: +4 Gold
Project
: Commercial Hub Investment; Provides Gold and Great Merchant points. Base Cost 25.
"A district in your city specializing n finance and trade."

Market

Requires: Currency, Commercial Hub
Base Cost: 105 production
Yield: +3 Gold, +1 Citizen slot, +1 Great Merchant point per turn

Bank

Requires: Banking
Base Cost: 265 production
Yield: +5 Gold, +1 Citizen slot, +1 Great Merchant point

Stock Exchange

Requires: Economics
Base Cost: 355 production
Yield: +7 Gold, +1 Citizen slot, +1 Great Merchant point

Sukiennice

Notes: Polish unique building, replaces Market. International trade routes from this city gain +2 Production; domestic trade routes gain +4 Gold.

Aqueduct

Requires: Engineering
Base Cost
: 50 production
Buildings
:?
"A district that brings fresh water from an adjacent River, Lake, Oasis or Mountain to your city, boosting its potential population."
Notes: Provides +2 Housing to a city that already has fresh water, +6 to one that doesn't. Must be build adjacent to the City Center.

Baths

Requires: Engineering
Notes: Unique district for Rome. Provides Amenities and more Housing than the Aqueduct, which it replaces.

Industrial Zone

Requires: Apprenticeship
Base Cost
: 60 production; Maintenance: 1 Gold
Adjacency
: Standard Production bonus for each adjacent Mine or Quarry. Minor Production bonus for adjacent district tiles.
Yield: +1 Great Engineer point per turn.
Project: Industrial Zone Logistics: Provides Gold and Great Engineer points. Base Cost: 25.
Buildings:  Workshop, Factory, Power Plant
"A district in your city for industrial activity."
Notes: Reduces the Appeal of nearby tiles.

Workshop

Requires: Apprenticeship, Industrial Zone
Base Cost
: 175 production; Maintenance: 1 Gold
Yield
: +2 Production, +1 Great Engineer point per turn, +1 Citizen slot

Factory

Requires: Industrialization

Power Plant

Requires: Electricity
Base Cost: 525 production; Maintenance: 3 Gold
Yield: +4 Production, +1 Citizen slot, +1 Great Engineer point
"Bonus extends to each city center within 6 tiles."

Electronics Factory

Requires: Industrialization
Base Cost
: 355 production; Maintenance: 2 Gold
Yield
: +4 Production, +1 Great Engineer point per turn, +1 Citizen slot, +4 Culture (with Electricity)
Notes:
Japanese replacement for the Factory. Production bonus is extended to all cities within 6 tiles.

Hansa

Adjacency: Major Production bonus if adjacent to a Commercial Hub district. Standard Production bonus for each adjacent resource. Minor Production bonus for adjacent district tiles.
Citizen Yield: +2 Production
Base Cost: 30 Production; Maintenance: 1 Gold
Notes: This is the German replacement for the Industrial Zone. Receives bonus production if placed adjacent to a Commercial Hub, other districts, or resources.

Neighborhood

Requires: Urbanization civic
Base Cost
: 60 Production
Yield
: Provides Housing based on the Appeal of the tile:
   
Breathtaking: +6 Housing
   
Charming: +5 Housing
   
Average: +4 Housing
   
Uninviting: +3 Housing
   
Disgusting: +2 Housing
Notes
: Mentioned in the Mashable preview: 'As time goes on and farmland becomes less essential, you can start replacing those farms with suburban communities — called "neighborhoods" — to house more citizens.' Turns out this is a district rather than improvement, even though you can apparently have more than one per city, which it seems you can't do with other districts.

Mbanza

Notes: This is a unique version of the Neighborhood for Kongo. It is available earlier than the normal Neighborhood. Provides Housing, Food, and Gold. It appears to require Rainforest or Woods.

Aerodrome

Requires: Flight
Base Cost
: 60 production; Maintenance: 1 Gold
Buildings
: Hangar, Airport
"A district that allows you to build and store aircraft. Cannot be built on Hills."
Aircraft Capacity: 4
Notes: Aerodromes reduce the Appeal of nearby tiles.

Hangar

Requires: Flight, Aerodrome
Base Cost: 465 production; Maintenance: 1 Gold
Yield: +2 Production
"+25% combat experience for air units trained in this city. +2 air unit slots in the Aerodrome district."

Airport

Requires: Advanced Flight, Hangar
Base Cost: 600 production; Maintenance: 2 Gold
Yield: +3 Production
"+50% combat experience for air units trained in this city. +2 air unit slots in the Aerodrome district. Allows the ability to airlift land units between Aerodrome districts with Airports after the Rapid Deployment civic is unlocked."

Spaceport

Requires: Rocketry
Base Cost: 2000 production
"A district that enables construction of city projects leading to the Science Victory. This includes Launch Earth Satellite, Launch Moon Landing, Mars Colony Habitation, Mars Colony Hydroponics, and Mars Colony Reactor. Cannot be built on Hills."
Notes: The Spaceport appears to build Projects rather than Buildings.

Project: Launch Earth Satellite

Requires: Rocketry, Spaceport
Base Cost: 1500 production
"Space Race project which launches a small satellite into orbit. Reveals the geography of any explored corner of the world, and marks the first step towards the Science Victory."

Project: Launch Moon Landing

Requires: Satellites
Base Cost: 2500 production
"Space Race project which launches a large rocket to land a human on the Moon. Grants a one-time Culture bonus equal to 10 times your Science per turn, and marks the second step towards the Science victory."

Project: Launch Mars Habitation

Requires: Robotics
Base Cost: 3000 production
"Space Race project which launches a Habitation module into orbit for the Mars Colony mission. Launching all three modules wins the Science Victory."

Project: Launch Mars Reactor

Requires: Nuclear Fusion
Base Cost: 3000 production
"Space Race project which launches a Reactor module into orbit for the Mars Colony mission. Launching all three modules wins the Science Victory."

Project: Launch Mars Hydroponics

Requires: Nanotechnology
Base Cost: 3000 production
Space Race project which launches a Hydroponics module into orbit for the Mars Colony mission. Launching all three modules wins the Science Victory."

Unidentified Buildings

[Castle]

Notes: This structure was seen in an American city center in one of the very early screenshots, and was seen in place of a Palace in the city-states in the early videos and screenshots, but it has not been seen recently. I don't think it made it into the final version of the game.

Improvements

Improvements are built by Builder units, which are similar to Workers but have a limited number of build charges. Improvements are distinct from Districts, and will compete with them (and Wonders) for available tile space.

Routes

All manner of roads are now lumped together as "routes" which upgrade automatically with the changing of eras. Routes are now built automatically by Trader units as they travel on their trade routes between cities, and are no longer constructed by workers. In the Medieval era there is a new unit called the Military Engineer which can manually build roads (among other things).

Farm

Notes: Provides +1 Food to the tile yield, and +0.5 Housing to the city. With the Feudalism civic, 3 Farms built adjacent to each other will each produce +1 Food.

Mine

Requires: Mining
Yield: + Production, +1 Production (with Apprenticeship), +1 Production (with Industrialization)
"Can only be built on Hills or certain resources."

Fishing Boats

Requires: Sailing
Yield
: +1 Food, 0.5 Housing, (+1 Gold with Cartography, +1 Food with Plastics)
Notes: Fishing Boats are constructed by embarked Builders, rather than a special unit as in Civ V.

Plantation

Requires: Irrigation
Yield
: +1 Gold, +0.5 Housing, +1 Food (with Scientific Theory), +1 Gold (with Globalization)
"Can only be built on Bananas, Citrus, Cocoa, Coffee, Cotton, Dyes, Silk, Spices, Sugar, Tea, Tobacco or Wine resources."

Camp

Requires: Animal Husbandry
Yield: +1 Gold, +0.5 Housing, +1 Production (with Mercantilism), +1 Gold (with Synthetic Materials)
"Can only be built on Fur, Ivory, Deer, or Truffle resources."

Pasture

Requires: Animal Husbandry
Yield: +1 Production, +0.5 Housing, +1 Food (with Exploration), +1 Production (with Robotics)
"Can only be built on Cattle, Sheep, or Horse resources."

Quarry

Requires: Mining
Yield
: +1 Production
"Can only be built on Stone, Marble, or Gypsum resources."

Lumber Mill

Requires: Machinery
Yield: +1 Production. +1 Production if adjacent to River, +1 Production (with Steel)
Notes: Can only be built on Woods.

Oil Well

Requires: Combustion
Yield
: +2 Production
"Can only be built on Oil."

Offshore Platform

Requires: Plastics
Yield: +2 Production
"Can only be built on Oil."

Fort

Requires: Military Engineering
"Occupying unit receives +4 Defense Strength, and automatically gains 2 turns of fortification."
Notes: Built by Military Engineers.

Airstrip

Requires: Flight
Aircraft Capacity: 3
Notes
: This is an improvement that can be built by Military Engineers, and can be built outside the civilization's borders. Can only be built on flat terrain.

Seaside Resort

Requires: Radio
"Provides double the tile's Appeal in Tourism. Can only be built on coastal Desert, coastal Plains, or coastal Grassland tiles. Minimum Appeal of Breathtaking.
Notes: Some kind of Tourism improvement seen along the coast.

Missile Silo

Requires: Rocketry
Weapon Capacity: 1
"Acts as a launch site for Nuclear and Thermonuclear devices."

Tribal Village

Notes: These are the equivalent of the Ancient Ruins in Civ V, or the famous "goody huts" of previous Civilization games; they give early-game bonuses when explored.

Barbarian Camp

Ziggurat

Requires: none
Notes: Unique improvement for Sumeria. Provides Science and Culture when adjacent to a River. Can't be built on a Hill.

Sphinx

Requires: Craftsmanship civic
Yield: +1 Culture, +1 Faith
"Sphinxes provide Faith and Culture, and get bonuses when built adjacent to a Wonder."
Notes: The Sphinx is a unique tile improvement for Egypt rather than a conventional Wonder (Egypt can build more than one of them). Sphinxes cannot be built adjacent to other Sphinxes.

Colossal Head

Requires: Suzerainty with La Venta
Yield: +2 Faith
Notes: The ability to build this improvement is granted to the suzerain of La Venta.

Kurgan

Requires: Animal Husbandry
Yield: +1 Faith, +1 Gold, +1 Faith per adjacent Pasture.
Notes: Unique improvement of Scythia. Provides Faith and Gold, and receives an adjacency bonus from Pastures. Cannot be built on a Hill or adjacent to other Kurgans.

Mission

Requires: Exploration civic
Notes: Spanish unique improvement which provides Faith. Provides increased Faith when built on a foreign continent, and bonus Science when built adjacent to a Campus district.

Great Wall

Yield: +1 gold
"Bonuses to Defense, Gold, Culture and Tourism that grow with more adjacent segments, if on a Hill, and as you advance through the tech tree. Must be built along the edge of empire."
Notes: This is now a unique tile improvement for China rather than a Wonder. It must be built tile by tile by Builders on the border of your territory. It provides defense and gold in the early game, and culture and tourism in the later game. It looks like it occupies the whole tile (rather than the border between tiles as in Civ V and acts as a fort for units occupying the tile.

"Great Wall does not slow units down, and the individual segments can be pillaged." - Pete Murray

Château

Notes: Chateau is once again a unique improvement for France that yields Culture. Must be built near a river and gains bonuses from adjacency to Wonders. According to Millenium.org, the Chateau earns bonus gold when adjacent to luxury resources.

Stepwell

Requires: Sanitation
Notes: Unique improvement for India. It provides Food and Housing. It gives bonus Food if built adjacent to a Farm, and bonus Faith if built adjacent to a Holy Site.

Nubian Pyramid

Requires: Masonry
Notes: Unique improvement for Nubia. Gives +1 Faith to the tile, and +1 Food to most adjacent District tiles.

Outback Station

Requires: Guilds
Yield: +1 Production, +1 Food, +0.5 Housing. +1 Food for each adjacent Pasture. +1 Production and +1 Food for each 2 adjacent Outback Stations.
Notes: Unique improvement for Australia.

Pairidaeza

Requires: Early Empire
Yield: +1 Culture, +2 Gold. +1 Culture for each adjacent Holy Site and Theater Square. +1 Gold for each Commercial Hub and City Center.
Notes: Persian unique improvement. Additional bonuses with tech advances. Cannot be placed on Snow, Tundra, Snow Hills, Tundra Hills, or adjacent to another Pairidaeza.

Kampung

Requires: Shipbuilding
Yields: +1 Production and +1 Housing. +1 Food for each adjacent Fishing Boat.
Notes: Unique improvement for Indonesia. Gains additional Production, Housing and Tourism bonuses with technology upgrades. Must be placed on a Coast or Lake tile adjacent to a marine resource.

Alcázar

Requires: Suzerain of Granada. Cannot be built next to another Alcázar.
Yields: +2 Culture. Occupying unit receives +4 Defense Strength, and automatically gains 2 turns of fortification.

Monastery

Requires: Suzerain of Armagh. Cannot be built next to another Monastery.
Yields: +2 Faith. +15 HP healing for friendly religious unit on this tile that has not attacked this turn.

 

Wonders

All Wonders must now be built on tiles surrounding the city center. You will see the wonder in gradual states of construction as work on it progresses, and when it is finished this construction is repeated in an in-engine cinematic, complete with dramatic lighting.

Wonders can't be pillaged or destroyed, except perhaps by nuclear weapons or by razing a city.

“We had those pre-rendered Wonder movies that show a sort of time-lapse photography sunrise to sunset. Everybody really liked those, and we got a lot of comments that they missed those as a reward for building Wonders. So now we’re doing those in-game. Wonders actually have very intricate build sequences, so as you’re building Wonders over time you can see a certain percentage that’s done by looking at them massing. But when you’re done you’re rewarded by this movie – actually, the time of day in the world changes. So it goes from night to sunrise, so you see all the bricks building up in place until you get to sunset. Or some of the wonders end at night because they’re lit. And it’s all in-game in your world, and you can see all your buildings around it. It makes the world seem more alive, and that’s something we’ve put a lot of effort into.” - Brian Busatti

"Wonders are the one thing that we never wanted to damage or destroy. I know horrible things can happen to a wonder in the real world, but it's one thing we wanted to shield people from: having smoking ruins of the Pyramids. We imagine that everyone in the world has such respect for a wonder that they wouldn't destroy one." - Dennis Shirk

Stonehenge

Requires: Astrology
Base Cost
: 180 production
Yield
: +2 Faith
"Grants a free Great Prophet. Great Prophets may found a Religion on Stonehenge instead of a Holy Site. Must be adjacent to Stone and on flat land."

Hanging Gardens

Requires: Irrigation
Base Cost: 180 production
"Increases growth by 15% in all cities. Must be built next to a River."

Great Pyramids

Requires: Masonry
Base Cost
: 220 production
Yield
: +2 Culture
"Grants a Free Builder. All Builders can build 1 extra improvement. Must be built on Desert (including Flood Plains) without hills."

Great Lighthouse

Requires: Celestial Navigation
Base Cost: 290 Production
Yield: +3 Gold. +1 Great Admiral point per turn.
"+1 Movement for all naval units. Must be built on the coast and adjacent to a Harbor district with a Lighthouse."
Notes: Cannot be built on a lake.

Oracle

Requires: Mysticism civic
Base Cost
: 290 production
Yield
: +1 Culture, +1 Faith
"Patronage of Great People costs 25% less Faith. Districts in this city provide +2 Great Person points of their type (for example, Great Writer points from the Theater Square district). Must be built on Hills."

Colossus

Requires: Shipbuilding
Base Cost
: 400 production
Yield
: +3 Gold, +1 Great Admiral points, +1 Trade Route capacity.
"Grants a Trader unit. Must be built on the coast and adjacent to a Harbor district. Cannot be built on a lake."

Petra

Requires: Mathematics
Base Cost: 400 production
Yield: +2 Food, +2 Gold, and +1 Production on all Desert tiles for this city (non-Floodplains).
"Must be built on Desert or Floodplains without Hills."

Terracotta Army

Requires: Construction
Base Cost
: 400 production
Yield
: +1 Great General points per turn
"All current land units gain a promotion level. All Archaeologists from the owner may enter foreign lands without Open Borders. Must be built on Grassland or Plains adjacent to an Encampment district with a Barracks or Stable. "

Great Library

Requires: Recorded History civic
Base Cost
: 400 production
Yield
: +2 Science, +1 Great Scientist point per turn, 2 Great Works of Writing slots
"Receive boosts to all Ancient and Classical era technologies. Must be built on flat land adjacent to a Campus district with a Library."

Colosseum

Requires: Games and Recreation civic
Base Cost
: 400 production
Yield
: +2 Culture, +3 Amenities from entertainment
"The Colosseum's Culture and Amenities are extended to each city center within 6 tiles. Must be built on flat land adjacent to an Entertainment Complex district."

Mahabodhi Temple

Requires: Theology
Base Cost
: 400 production
Yield
: +4 Faith
"Grants 2 Apostles. Must be built on Woods adjacent to a Holy Site district with a Temple, and you must have founded a religion."

Alhambra

Requires: Castles
Base Cost: 710 production
Yield: +2 Amenities, +2 Great General point per turn, +1 Military policy slot (!)
Notes: Provides the same defensive bonuses as a Fort, must be built on Hills adjacent to an Encampment.

Chichen Itza

Requires: Guilds
Base Cost: 710 Production
"+2 Culture and +1 Production to all Rainforest tiles for this city. Must be built on Rainforest."

Mont St. Michael

Requires: Divine Right civic
Base Cost
: 710 Production
Yield
: +2 Faith, 2 Relic slots
"All Apostles you create gain the Martyr ability in addition to a second ability you choose normally. Must be built on Floodplains or Marsh."

Hagia Sophia

Requires: Education
Base Cost
: 710 production
Yield
: +4 Faith
"Missionaries and Apostles can spread Religion 1 extra time. Must be built on flat land adjacent to a Holy Site district, and you must have founded a Religion."

Forbidden City

Requires: Printing
Base Cost: 920 production
Yield: +1 Wildcard policy slot, +5 Culture
Notes: Must be built on flat land adjacent to the City Center.

Huey Teocalli

Requires: Military Tactics
+1 Amenity from entertainment for each adjacent Lake tile. +1 Food and +1 Production for each Lake tile in your empire. Must be built on a Lake tile adjacent to land.
Notes
: This wonder is part of the preorder bonus pack.

Great Zimbabwe

Requires: Banking
Base Cost: 920 production
Yield: +1 Trade Route, +5 Gold, +2 Great Merchant points
"Your Trade Routes from this city get +2 Gold for every Bonus resource in this city's territory. Must be built adjacent to a Commercial Hub district with a Market and adjacent to Cattle.

Venetian Arsenal

Requires: Mass Production
Base Cost
: 920 production
Yield: +2 Great Engineer points per turn.
"Receive a second naval unit each time you train a naval unit. Must be built adjacent to the Coast and adjacent to an Industrial Zone district. Cannot be built on a lake."

Potala Palace

Requires: Astronomy
Base Cost: 1170 production
Yield: +1 Diplomatic policy slot, +2 Culture. +3 Faith.
Notes: Must be built on a Hill adjacent to a Mountain. This is the palace of the Dalai Lama in Lhasa, Tibet.

Ruhr Valley

Requires: Industrialization
Base Cost: 1450 production
"+30% Production in this city, and +1 Production for each Mine and Quarry in this city. Must be build along a River adjacent to a Industrial Zone district with a Factory."

Bolshoi Theatre

Requires; Opera and Ballet
Base Cost: 1450 Production
Yield: +2 Great Writer points, +2 Great Musician points, +1 Great Work of Writing slot, +1 Great Work of Music slot
"Awards 2 randomly-chosen free civis when completed. Must be built on flat land adjacent to a Theater Square district.

Big Ben

Requires: Economics
Base Cost: 1760 production
Yield: +6 Gold, +3 Great Merchant points per turn, +1 Economic policy slot
"Doubles current treasury. Must be built next to a river adjacent to a Commercial Hub district with a Bank."

Hermitage

Requires: Natural History:
Base Cost: 1760 Production
Yield: +3 Great Artist points, +4 Great Works of Art slots
"Must be built adjacent to a River."

Eiffel Tower

Requires: Steel
Base Cost: 2100 production
"All tiles in your civilization gain +2 Appeal. Must be built on flat land adjacent to the City Center."

Broadway

Requires: Mass Media civic
Base Cost: 2100 Production
Yield: +3 Great Writer points, +3 Great Musician points, +1 Great Works of Writing slot, +2 Great Works of Music slots
"1 Free random Atomic era civic boost. Must be built on flat land adjacent to a Theater Square district."

Maracanã Stadium

Requires: Professional Sports civic
Base Cost: 2835 Production
Yield: +6 Culture, +2 Amenities in each city of your civilization.
"Must be built on flat land adjacent to an Entertainment Complex with a Stadium."

Oxford University

Requires: Scientific Theory
Base Cost: 1450 production
Yield: + 3 Great Scientist points per turn, + 2 Great Works of Writing slots
"+20% science in this city, and awards 2 randomly-chosen free technologies when completed. Must be built on Grasslands or Plains adjacent to a Campus District with a University."

Cristo Redentor

Requires: Mass Media civic
Base Cost: 2100 Production
Yield: +4 Culture
"Tourism output from Relics and Holy Cities is not diminished by other civilizations who have researched The Enlightenment civic. Doubles Tourism output of Seaside Resorts across your civilization. Must be built on Hills.

Sydney Opera House

Requires: Cultural Heritage civic
Base Cost: 3300 Production
Yield: +8 Culture, +5 Great Musician points, +3 Great Works of Music slots
"Must be built on the coast, adjacent to land and a Harbor district. Cannot be built on a lake."

Apadana

Requires: Political Philosophy
"+2 Envoys when you build a wonder, including Apadana, in this city. Must be built adjacent to your Capital."

Jebel Barkal

Requires: Ironworking
"Awards 2 Iron. Provides +4 Faith to all your cities that are within 6 tiles. Must be built on Desert (Hills) terrain."

Angkor Wat

Requires: Medieval Faires
"+1 Population in all current cities when built. +1 Housing in all cities. Must be built adjacent to an Aqueduct district."

Mausoleum at Halicarnassus

Requires: Defensive Tactics. Must be built adjacent to a Harbor district.
Base Cost: 400 production
"Grants a free Great Admiral when the wonder is constructed. All Great Admirals can use their retirement ability a second time and Great Engineers have an additional charge."