*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.

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."