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Buildings marked with a † are mutually exclusive of each other within a district.
Districts marked with a † are mutually exclusive of each other within a city.
Benefits marked with a † are mutually exclusive of each other within a city.
Trade yields are listed as domestic/foreign.
Beside the stated benefits, each building in these districts provides an additional Citizen slot in which to place a Specialist.
Campus | Encampment | Holy Site | Commercial Hub | Harbor | Theater Square | Industrial Zone | |
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Adjacency Yields | &sci; | — | &faith; | &gold; | &gold; | &cult; | ∏ |
Specialist Yields | +2 &sci; | +2 &gold; +1 ∏ |
+2 &faith; | +4 &gold; | +2 &gold; +1 &food; |
+2 &cult; | +2 ∏ |
Project Yields | &sci; &gsci; | &gold; &ggen; | &faith; &gpro; | &gold; &gmer; | &gold; &gadm; | &cult; &gwri; &gart; &gmus; | &gold; &geng; / &power; &geng; &gs; |
Ancient | ↓ Writing | ↓ Bronze Working | ↓ Astrology | ||||
&dist; Campus +1 &gsci; per turn Trade: +1 &food; / +1 &sci; Maintenance: 1 &gold; |
&dist; Encampment +1 &ggen; per turn Trade: +1 ∏ / +1 ∏ −1 &app; Maintenance: 1 &gold; |
&dist; Holy Site +1 &gpro; per turn Trade: +1 &food; / +1 &faith; Maintenance: 1 &gold; |
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&lvl1; Library +2 &sci; +1 &gsci; per turn Maintenance: 1 &gold; |
&lvl1; Barracks † +25% exp. → melee/ranged land units +1 ∏ +1 &hous; +1 &ggen; per turn +10 stockpile capacity &gs; Maintenance: 1 &gold; |
&lvl1; Shrine +2 &faith; +1 &gpro; per turn Maintenance: 1 &gold; |
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Classical | ↓ Horseback Riding | ↓ Theology | ↓ Currency | ↓ Celestial Navigation | ↓ Drama and Poetry | ||
&dist; Commercial Hub +1 ™ † &base; +1 &gmer; per turn Trade: +1 ∏ / +3 &gold; |
&dist; Harbor +1 ™ † &base; +1 &gadm; per turn Trade: +1 ∏ / +3 &gold; |
&dist; Theater Square +1 &gwri; per turn +1 &gart; per turn +1 &gmus; per turn Trade: +1 &food; / +1 &cult; Maintenance: 1 &gold; |
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&lvl1; Stable † +25% exp. → cavalry & siege units +1 ∏ +1 &hous; +1 &ggen; per turn +10 stockpile capacity &gs; Maintenance: 1 &gold; |
&lvl2; Temple +4 &faith; +1 &gpro; per turn +1 &relic; slot Maintenance: 2 &gold; |
&lvl1; Market +1 ™ † &rf; +3 &gold; +1 &gmer; per turn |
&lvl1; Lighthouse +1 ™ † &rf; +25% exp. → naval units +1 &food; on Coast tiles +1 &food; +1 &gold; +1 &hous; +2 &hous; if City Center adj. coast &gs; +1 &gadm; per turn |
&lvl1; Amphitheater +2 &cult; +1 &gwri; per turn +2 &writ; slots Maintenance: 1 &gold; |
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&lvl3; (unique worship building) +3 &faith; Specialist yields: +1 &faith; &gs; +??? (varies) |
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Medieval | ↓ Education | ↓ Military Engineering | ↓ Apprenticeship | ||||
&dist; Industrial Zone +1 &geng; per turn Trade: +1 ∏ / +1 ∏ −1 &app; Maintenance: 1 &gold; |
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&lvl2; University +4 &sci; +1 &hous; +1 &gsci; per turn Maintenance: 2 &gold; |
&lvl2; Armory +25% exp. → land units +2 ∏ / +3 ∏ &gs; +1 &ggen; per turn +10 stockpile capacity &gs; Maintenance: 2 &gold; |
&lvl1; Workshop +2 ∏ / +3 ∏ &gs; +1 &geng; per turn Maintenance: 1 &gold; |
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Renaissance | ↓ Banking | ↓ Mass Production | ↓ Humanism | ||||
&lvl2; Bank +5 &gold; +1 &gmer; per turn |
&lvl2; Shipyard +25% exp. → naval units +∏ = adj. bonus +1 ∏ on unimproved Coast/Lake tiles +1 &gadm; per turn Maintenance: 2 &gold; |
&lvl2; Art/Archaeological Museum † +2 &cult; +1 &gwri; per turn +2 &gart; per turn +3 &art;/&artf; slots Maintenance: 2 &gold; |
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Industrial | ↓ Military Science | ↓ Economics | ↓ Industrialization | ||||
&lvl3; Military Academy +25% exp. → land units +3 ∏ / +4 ∏ &gs; +1 &ggen; per turn +10 stockpile capacity &gs; Maintenance: 2 &gold; |
&lvl3; Stock Exchange +7 &gold; / +4 &gold; &gs; &power;: +7 &gold; &gs; Specialist yields: +2 &gold; &gs; +1 &gmer; per turn |
&lvl2; Factory +3 ∏ / 6 tile radius &power;: +3 ∏ / 6 tile radius &gs; +1 &geng; per turn Maintenance: 2 &gold; |
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&lvl3; Coal Power Plant † &gs; +∏ = adj. bonus 1 &coal; → 4 &power; / 6 tile radius Specialist yields: +1 ∏ +1 &geng; per turn Maintenance: 3 &gold; |
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Modern | ↓ Chemistry | ↓ Electricity | ↓ Radio | ↓ Steam Power | |||
&lvl3; Research Lab +5 &sci; / +3 &sci; &gs; &power;: +5 &sci; &gs; Specialist yields: +1 &sci; &gs; +1 &gsci; per turn Maintenance: 3 &gold; |
&lvl3; Seaport +25% exp. → naval units +2 &gold; on Coast tiles +2 &food; +2 &gold; +1 &hous; Specialist yields: +1 &food; &gs; +1 &gadm; per turn |
&lvl3; Broadcast Center +4 &cult; / +2 &cult; &gs; &power;: +4 &cult; &gs; Specialist yields: +1 &cult; &gs; +1 &gart; per turn +2 &gmus; per turn +1 &music; slot Maintenance: 3 &gold; |
&lvl3; Power Plant &base; &rf; +4 ∏ / 6 tile radius +1 &geng; per turn Maintenance: 3 &gold; |
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↓ Electricity | |||||||
&lvl3; Oil Power Plant † &gs; +3 ∏ / 6 tile radius 1 &oil; → 4 &power; / 6 tile radius Specialist yields: +1 ∏ +1 &geng; per turn Maintenance: 3 &gold; |
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Atomic | ↓ Nuclear Fission | ||||||
&lvl3; Nuclear Power Plant † &gs; +4 ∏ +3 &sci; / 6 tile radius 1 &uran; → 16 &power; / 6 tile radius Specialist yields: +1 ∏ +1 &geng; per turn Maintenance: 3 &gold; |
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Information |
Buildings in these districts do not provide Citizen slots.
Entertainment Complex | Water Park | Aerodrome | |
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Adjacency Yields | — | — | — |
Project Yields | &loy; &rf; | &loy; | — |
Ancient | |||
Classical | ↓ Games and Recreation | ||
&dist; Entertainment Complex † +1 &amen; Trade: +1 &food; / +1 &food; +1 &app; → adj. tiles Maintenance: 1 &gold; |
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&lvl1; Arena +2 &amen; +1 &cult; &rf; Maintenance: 1 &gold; |
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Medieval | |||
Renaissance | |||
Industrial | ↓ Natural History | ↓ Natural History | |
&dist; Water Park † &rf; +1 &amen; Trade: +1 &food; / +1 &food; +1 &app; → adj. tiles Maintenance: 1 &gold; |
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&lvl2; Zoo +1 &amen; / 6 tile radius +1 &sci; on Rainforest and Marsh &rf; Maintenance: 2 &gold; |
&lvl1; Ferris Wheel &rf; +2 &amen; +2 &tour; +3 &cult; &gs; Maintenance: 1 &gold; |
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&lvl2; Aquarium &rf; +1 &amen; / 9 tile radius +1 &sci; on coastal resources Maintenance: 2 &gold; |
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Modern | ↓ Flight | ||
&dist; Aerodrome Aircraft Capacity: 4 / 2 &gs; −1 &app; Maintenance: 1 &gold; |
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&lvl1; Hangar +25% exp. → air units Aircraft Capacity: +2 / +1 &gs; +2 ∏ Maintenance: 1 &gold; |
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Atomic | ↓ Professional Sports | ↓ Professional Sports | ↓ Advanced Flight |
&lvl3; Stadium +2 &amen; / 6 tile radius &base; &rf; +1 &amen; / 6 tile radius &gs; &power;: +2 &amen; / 6 tile radius &gs; &pop; ≥ 10: +2 &tour; &rf; &pop; ≥ 20: +5 &tour; &rf; Maintenance: 3 &gold; |
&lvl3; Aquatics Center &rf; +2 &amen; / 9 tile radius &base; &rf; +1 &amen; / 9 tile radius &gs; &power;: +2 &amen; / 9 tile radius &gs; +2 &tour; from Wonder on/adj. to Coast Maintenance: 3 &gold; |
&lvl2; Airport +50% exp. → air units Aircraft Capacity: +2 / +1 &gs; +3 ∏ / +4 ∏ &gs; &power;: +2 ∏ &gs; Maintenance: 2 &gold; |
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Information |