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{{District_(Civ6) |
{{District_(Civ6) |
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|great_person_points = +1 {{engineer6}} point per turn. |
|great_person_points = +1 {{engineer6}} point per turn. |
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− | |adjacency_bonus = +1 {{Production6}} from each adjacent {{Link6| |
+ | |adjacency_bonus = +1 {{Production6}} from each adjacent {{Link6|Quarry}}. <br/> +1 {{Production6}} from each adjacent strategic {{Link6|resource}}. <br/>+1 {{Production6}} from every 2 adjacent {{Link6|district}} tiles. <br/>+1 {{Production6}} from every 2 adjacent {{Link6|Mine}} or {{Link6|Lumber Mill}}. <br/>+2 {{Production6}} from every {{Link6|Aqueduct}}, {{Link6|Bath}}, {{Link6|Canal}} or {{Link6|Dam}}. |
|citizen_yields_(per_citizen) =+2 {{Production6}} |
|citizen_yields_(per_citizen) =+2 {{Production6}} |
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|trade_yields = |
|trade_yields = |
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− | |production_cost = |
+ | |production_cost =54 |
|maintenance =1 |
|maintenance =1 |
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+ | |appeal = -1 |
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− | |unlocks_buildings =Workshop, |
+ | |unlocks_buildings = Workshop,Factory,Power Plant,Coal Power Plant,Oil Power Plant,Nuclear Power Plant |
|advance_required = Apprenticeship |
|advance_required = Apprenticeship |
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}} |
}} |
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− | |||
The '''Industrial Zone''' is a [[District (Civ6)|district]] in ''[[Civilization VI]]'', dedicated to production and industry. It requires [[Apprenticeship (Civ6)|Apprenticeship]]. |
The '''Industrial Zone''' is a [[District (Civ6)|district]] in ''[[Civilization VI]]'', dedicated to production and industry. It requires [[Apprenticeship (Civ6)|Apprenticeship]]. |
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* Effects: |
* Effects: |
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− | ** |
+ | ** Standard bonus (+1 {{Production6}}) for each adjacent [[Mine (Civ6)|Mine]] or a [[Quarry (Civ6)|Quarry]]. |
+ | ** Minor bonus (+½ {{Production6}}) for each adjacent district tile. |
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** +1 {{Engineer6}} point per turn. |
** +1 {{Engineer6}} point per turn. |
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** Lowers the [[Appeal (Civ6)|Appeal]] of nearby tiles. |
** Lowers the [[Appeal (Civ6)|Appeal]] of nearby tiles. |
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− | ** Effect of some Buildings extends to other cities whose [[City Center (Civ6)|City Centers]] are within 6 tiles of the Zone. |
+ | ** Effect of some Buildings (Factory, Power Plant) extends to other cities whose [[City Center (Civ6)|City Centers]] are within 6 tiles of the Zone, but effects of multiple factories or power plants do not stack. |
+ | ** Specialists provide +2 {{Production6}} each |
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+ | * {{GS}} Effects: |
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+ | ** Major bonus (+2 {{Production6}}) for each adjacent [[Aqueduct (Civ6)|Aqueduct]], [[Dam (Civ6)|Dam]], [[Canal (Civ6)|Canal]] or [[Bath (Civ6)|Bath]]. |
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+ | ** Standard bonus (+1 {{Production6}}) for each adjacent Strategic Resource and Quarry. |
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+ | ** Minor bonus (+½ {{Production6}}) for each adjacent district tile, Mine or [[Lumber Mill (Civ6)|Lumber Mill]]. |
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+ | ** +1 {{Engineer6}} point per turn. |
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+ | ** Lowers the [[Appeal (Civ6)|Appeal]] of nearby tiles. |
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+ | ** Effect of some Buildings (Factory, Power Plant) extends to other cities whose [[City Center (Civ6)|City Centers]] are within 6 tiles of the Zone, but effects of multiple factories or power plants do not stack. |
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** Specialists provide +2 {{Production6}} each |
** Specialists provide +2 {{Production6}} each |
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The following buildings can be constructed in an Industrial Zone: |
The following buildings can be constructed in an Industrial Zone: |
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− | *[[Workshop (Civ6)|Workshop]] |
+ | * [[Workshop (Civ6)|Workshop]] |
− | *[[Factory (Civ6)|Factory]] |
+ | * [[Factory (Civ6)|Factory]] |
− | **[[Electronics Factory (Civ6)|Electronics Factory]] ([[Japanese (Civ6)|Japan]] only) |
+ | ** [[Electronics Factory (Civ6)|Electronics Factory]] ([[Japanese (Civ6)|Japan]] only) |
− | *[[Power Plant (Civ6)|Power Plant]] |
+ | * [[Power Plant (Civ6)|Power Plant]] (Vanilla and {{R&F}}) |
+ | * [[Coal Power Plant (Civ6)|Coal Power Plant]] ({{GS}}) |
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+ | * [[Oil Power Plant (Civ6)|Oil Power Plant]] ({{GS}}) |
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+ | * [[Nuclear Power Plant (Civ6)|Nuclear Power Plant]] ({{GS}}) |
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===Projects=== |
===Projects=== |
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− | *'''[[Industrial Zone |
+ | * '''[[Industrial Zone Logistics (Civ6)|Industrial Zone Logistics]]:''' Earns {{Gold6}} equal to 15% of {{Production6}} used and {{Engineer6}} points. {{GS}} City receives full {{Power6}}; {{Engineer6}} points at completion. |
+ | * {{GS}} '''[[Convert to Coal Power (Civ6)|Convert to Coal Power]]:''' Once completed, it decommissions the district's current Power Plant and replaces it with a Coal Power Plant. |
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+ | * {{GS}} '''[[Convert to Oil Power (Civ6)|Convert to Oil Power]]:''' Once completed, it decommissions the district's current Power Plant and replaces it with a Oil Power Plant. |
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+ | * {{GS}} '''[[Convert to Nuclear Power (Civ6)|Convert to Nuclear Power]]:''' Once completed, it decommissions the district's current Power Plant and replaces it with a Nuclear Power Plant. |
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+ | * {{GS}} '''[[Recommission Nuclear Reactor (Civ6)|Recommission Nuclear Reactor]]:''' Nuclear Power Plant required to undertake this project. Once completed, it resets the age of the plant's nuclear reactor to 0, decreasing the likelihood of Nuclear Accidents. |
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+ | * {{GS}} '''[[Carbon Recapture (Civ6)|Carbon Recapture]]:''' Available after discovering [[Global Warming Mitigation (Civ6)|Global Warming Mitigation]]. Each time it is completed, it awards 30 {{DiplomaticFavor6}} and reduces the [[Civilizations (Civ6)|civilization's]] lifetime carbon emissions by 50. |
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+ | * {{GS}} '''[[Decommission Coal Power Plant (Civ6)|Decommission Coal Power Plant]]:''' Available with a [[Climate Accords (Civ6)|Climate Accords]] Score Competition ongoing. When completed, it removes the Coal Power Plant and all of its effects from this city, and grants score towards the Climate Accords. |
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+ | * {{GS}} '''[[Decommission Oil Power Plant (Civ6)|Decommission Oil Power Plant]]:''' Available with a Climate Accords Score Competition ongoing. When completed, it removes the Oil Power Plant and all of its effects from this city, and grants score towards the Climate Accords. |
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+ | * {{GS}} '''[[Decommission Nuclear Power Plant (Civ6)|Decommission Nuclear Power Plant]]:''' Available with a Climate Accords Score Competition ongoing. When completed, it removes the Nuclear Power Plant and all of its effects from this city, and grants score towards the Climate Accords. |
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== Strategy == |
== Strategy == |
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− | The Industrial Zone is one of the most important districts |
+ | The Industrial Zone is one of the most important districts, maybe even the most important one. Its adjacency bonus is easy to activate (there are tons of opportunities to build [[Mine (Civ6)|Mines]] and [[Quarry (Civ6)|Quarries]] in the game), and is an important source of {{Production6}} early to mid game. And {{Production6}} is the most important resource in ''Civilization VI''. As with previous installments, {{Production6}} is the basis for war potential, for city development, for wonder building and for space race—just about everything. In ''Civilization VI'', {{Production6}} is even more important because city size is limited by {{Housing6}} [[Housing (Civ6)|Housing]] in early to mid game and as a result the importance of {{Food6}} is greatly reduced compared to ''[[Civilization V]]''. |
=== Adjacency Bonus === |
=== Adjacency Bonus === |
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− | Due to the prevalence of adjacency |
+ | Due to the prevalence of adjacency bonuses, it is important to surround your Industrial Zones with [[Mine (Civ6)|Mines]] and [[Quarry (Civ6)|Quarries]] (with exception of [[German (Civ6)|Germany]]). Seek a hilly terrain, or a cluster of minable Resources, and plan your Industrial Zone next to them. As a rule of thumb, +3 {{Production6}} should be achieved and +2 {{Production6}} should be a minimum. Use Map Pins to plan ahead. If a city has mostly flat tiles, the priority of its Industrial Zone can be lower than its [[Commercial Hub (Civ6)|Commercial Hub]] or [[Harbor (Civ6)|Harbor]], since a {{TradeRoute6}} Trade Route may provide a greater amount of {{Production6}} instead. |
+ | |||
+ | Caution should also be taken into consideration when planning an Industrial Zone, as they will lower the Appeal of surrounding tiles. As such, it is recommended to keep them away from [[National Park (Civ6)|National Parks]] and avoid building [[Neighborhood (Civ6)|Neighborhoods]] near them. |
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+ | |||
+ | In ''[[Civilization VI: Gathering Storm|Gathering Storm]]'', the earlier strategy of [[Mine (Civ6)|Mines]] and [[Quarry (Civ6)|Quarries]] should basically be forgone, as the minor bonus from these improvements pales in comparison to the bonuses from [[Aqueduct (Civ6)|Aqueducts]], [[Dam (Civ6)|Dams]], and [[Canal (Civ6)|Canals]]. Each grants +2 {{Production6}} to Industrial Zones, and since the former two are relatively easy to construct (i.e. does not have too challenging placement requirements) you should plan your city in advance where you can construct these districts to net you an easy +4 {{Production6}} or above. |
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+ | |||
+ | The +1 {{Production6}} adjacency bonus from Strategic Resources are also quite decent, but since it's rare that you'll encounter a spot surrounded by them it's still better to rely on Aqueduct/Dam/Canal adjacencies and to think of them as a lucky additional bonus if you happen to be able to fit it in your planning. An upside though is that by adjacency bonuses to Strategic Resources and Mines on the same tile stack; therefore, all improved Strategic Resources (except for {{Horses6}}, which are improved by [[Pasture (Civ6)|Pastures]]) will grant 1.5 {{Production6}} to Industrial Zones. |
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=== Area Effect Buildings === |
=== Area Effect Buildings === |
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− | As with the [[Entertainment Complex (Civ6)|Entertainment Complex]], the second and third buildings of Industrial Zone can extend their effects to all cities within 6 tiles. As of the Winter Update of 2016, the area effects of multiple buildings of the same type no longer stack. Nevertheless, the area effect of [[Factory (Civ6)|Factory]] and [[Power Plant (Civ6)|Power Plant]] means only one city needs to construct these two buildings among a city cluster, proper use of which saves you valuable production turns. If you have multiple otherwise equivalent locations for an Industrial Zone of a centrally located city or an early city (you are more able to quickly construct higher tier buildings in older cities), try to pick the spot that maximizes the future coverage of its [[Factory (Civ6)|Factory]] and [[Power Plant (Civ6)|Power Plant]]. Factory is also a major way old cities can help new cities. However, remember that even though higher-tier buildings may not provide their {{Production6}} bonus (due to another regional building already providing it), they will still provide Citizen slots for additional {{Production6}} and {{GreatPerson6}} Great Person points. You will have to decide on a case-by-case basis whether it will be worth the effort to spend the number of turns necessary to build them, or you can build something more useful instead. |
+ | As with the [[Entertainment Complex (Civ6)|Entertainment Complex]], the second and third buildings of Industrial Zone can extend their effects to all cities within 6 tiles. As of the Winter Update of 2016, the area effects of multiple buildings of the same type no longer stack. Nevertheless, the area effect of [[Factory (Civ6)|Factory]] and [[Power Plant (Civ6)|Power Plant]] means only one city needs to construct these two buildings among a city cluster, proper use of which saves you valuable production turns. If you have multiple otherwise equivalent locations for an Industrial Zone of a centrally located city or an early city (you are more able to quickly construct higher tier buildings in older cities), try to pick the spot that maximizes the future coverage of its [[Factory (Civ6)|Factory]] and [[Power Plant (Civ6)|Power Plant]]. Factory is also a major way old cities can help new cities. However, remember that even though higher-tier buildings may not provide their {{Production6}} bonus (due to another regional building already providing it), they will still provide Citizen slots for additional local {{Production6}} and {{GreatPerson6}} Great Person points. You will have to decide on a case-by-case basis whether it will be worth the effort to spend the number of turns necessary to build them, or you can build something more useful instead. |
+ | In ''Gathering Storm ''area-effects also function for the new {{Power6}} system! The new [[Power Plant (Civ6)|Power Plants]] will also provide {{Power6}} to all cities within 6 tiles, and this makes proper positioning even more important. |
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⚫ | [[Great Engineer (Civ6)|Great Engineer]] [[Nikola Tesla (Civ6)|Nikola Tesla]] |
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+ | |||
⚫ | [[Great Engineer (Civ6)|Great Engineer]] [[Nikola Tesla (Civ6)|Nikola Tesla]] can extend the effect of one Industrial Zone by 3 tiles while increasing the {{Production6}} bonus of each of its buildings by 2. This is one of the best [[Great Engineer (Civ6)|Great Engineers]]. However, due to the random nature of [[Great People (Civ6)|Great People]], it is usually difficult to plan with [[Nikola Tesla (Civ6)|Nikola Tesla]] in mind. |
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=== Choice of Industrial Zone Location === |
=== Choice of Industrial Zone Location === |
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* Conditions of certain valuable [[Wonder (Civ6)|Wonders]] |
* Conditions of certain valuable [[Wonder (Civ6)|Wonders]] |
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+ | === Power Plants in ''Gathering Storm'' === |
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− | ==Historical Context== |
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+ | In the ''Gathering Storm'' expansion, the Power Plant building is split now into three new buildings: the [[Coal Power Plant (Civ6)|Coal Power Plant]], the [[Oil Power Plant (Civ6)|Oil Power Plant]], and the [[Nuclear Power Plant (Civ6)|Nuclear Power Plant]]. They are all constructed in the Industrial Zone as a Tier 3 building, in the place of the old generic Power Plant, and are one of the main ingredients of the new {{Power6}} system. |
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− | An industrial zone (sometimes euphemistically termed an industrial "park") is where the "heavy weight" manufacturing and shipping takes place in modern civilization. Long before the Industrial Revolution, it was common to locate the most noisy, odoriferous, and dangerous workshops – the tanners, smelters, slaughterhouses, etc. – outside the city walls. No one wanted to live near those. Inevitably, heavy transport evolved to carry raw materials in and finished products out of these districts; today industrial zones are nexus for highways, railroads, airports, and seaports. The infrastructure grew with the zones: warehouses, power plants, water towers, pipelines, and communications networks. And the industrial zones kept growing as industry grew; Upgrader Alley outside Edmonton, for instance, covers 318 square kilometers (some 123 square miles). |
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+ | |||
+ | Each district may contain only one type of Power Plant at any given time. However, there are now special city [[Project (Civ6)|projects]] via which the existing Power Plant in the city may be switched to another type. |
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+ | |||
+ | Some Power Plants can extend their {{Production6}} and {{Science6}} bonuses to nearby City Centers. When multiple Power Plants are within range of a City Center, the highest bonus in that City Center takes precedence. |
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+ | |||
+ | For example, suppose City A has a [[Coal Power Plant (Civ6)|Coal Power Plant]] which gives +6 {{Production6}} due to its Industrial Zone having +6 adjacency bonus and City A is also in range of a Nuclear Power Plant of City B, which gives +4 {{Production6}} and +3 {{Science6}}. In this case, the higher bonuses take precedence. Thus City A receives +6 {{Production6}} and +3 {{Science6}} from Power Plants while City B receives +4 {{Production6}} and +3 {{Science6}}. Bonuses from the two Power Plants do not stack unless [[Magnus (Steward) (Civ6)|Magnus]] with the appropriate title is present. |
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+ | |||
+ | ==Civilopedia entry== |
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+ | {{/Civilopedia}} |
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+ | |||
+ | {{Districts (Civ6)}} |
Revision as of 06:17, 15 June 2020
The Industrial Zone is a district in Civilization VI, dedicated to production and industry. It requires Apprenticeship.
- Effects:
- Standard bonus (+1 Production) for each adjacent Mine or a Quarry.
- Minor bonus (+½ Production) for each adjacent district tile.
- +1 Great Engineer point per turn.
- Lowers the Appeal of nearby tiles.
- Effect of some Buildings (Factory, Power Plant) extends to other cities whose City Centers are within 6 tiles of the Zone, but effects of multiple factories or power plants do not stack.
- Specialists provide +2 Production each
- Effects:
- Major bonus (+2 Production) for each adjacent Aqueduct, Dam, Canal or Bath.
- Standard bonus (+1 Production) for each adjacent Strategic Resource and Quarry.
- Minor bonus (+½ Production) for each adjacent district tile, Mine or Lumber Mill.
- +1 Great Engineer point per turn.
- Lowers the Appeal of nearby tiles.
- Effect of some Buildings (Factory, Power Plant) extends to other cities whose City Centers are within 6 tiles of the Zone, but effects of multiple factories or power plants do not stack.
- Specialists provide +2 Production each
Buildings
The following buildings can be constructed in an Industrial Zone:
- Workshop
- Factory
- Electronics Factory (Japan only)
- Power Plant (Vanilla and )
- Coal Power Plant ()
- Oil Power Plant ()
- Nuclear Power Plant ()
Projects
- Industrial Zone Logistics: Earns Gold equal to 15% of Production used and Great Engineer points. City receives full Power; Great Engineer points at completion.
- Convert to Coal Power: Once completed, it decommissions the district's current Power Plant and replaces it with a Coal Power Plant.
- Convert to Oil Power: Once completed, it decommissions the district's current Power Plant and replaces it with a Oil Power Plant.
- Convert to Nuclear Power: Once completed, it decommissions the district's current Power Plant and replaces it with a Nuclear Power Plant.
- Recommission Nuclear Reactor: Nuclear Power Plant required to undertake this project. Once completed, it resets the age of the plant's nuclear reactor to 0, decreasing the likelihood of Nuclear Accidents.
- Carbon Recapture: Available after discovering Global Warming Mitigation. Each time it is completed, it awards 30 Diplomatic Favor and reduces the civilization's lifetime carbon emissions by 50.
- Decommission Coal Power Plant: Available with a Climate Accords Score Competition ongoing. When completed, it removes the Coal Power Plant and all of its effects from this city, and grants score towards the Climate Accords.
- Decommission Oil Power Plant: Available with a Climate Accords Score Competition ongoing. When completed, it removes the Oil Power Plant and all of its effects from this city, and grants score towards the Climate Accords.
- Decommission Nuclear Power Plant: Available with a Climate Accords Score Competition ongoing. When completed, it removes the Nuclear Power Plant and all of its effects from this city, and grants score towards the Climate Accords.
Strategy
The Industrial Zone is one of the most important districts, maybe even the most important one. Its adjacency bonus is easy to activate (there are tons of opportunities to build Mines and Quarries in the game), and is an important source of Production early to mid game. And Production is the most important resource in Civilization VI. As with previous installments, Production is the basis for war potential, for city development, for wonder building and for space race—just about everything. In Civilization VI, Production is even more important because city size is limited by Housing Housing in early to mid game and as a result the importance of Food is greatly reduced compared to Civilization V.
Adjacency Bonus
Due to the prevalence of adjacency bonuses, it is important to surround your Industrial Zones with Mines and Quarries (with exception of Germany). Seek a hilly terrain, or a cluster of minable Resources, and plan your Industrial Zone next to them. As a rule of thumb, +3 Production should be achieved and +2 Production should be a minimum. Use Map Pins to plan ahead. If a city has mostly flat tiles, the priority of its Industrial Zone can be lower than its Commercial Hub or Harbor, since a Trade Route Trade Route may provide a greater amount of Production instead.
Caution should also be taken into consideration when planning an Industrial Zone, as they will lower the Appeal of surrounding tiles. As such, it is recommended to keep them away from National Parks and avoid building Neighborhoods near them.
In Gathering Storm, the earlier strategy of Mines and Quarries should basically be forgone, as the minor bonus from these improvements pales in comparison to the bonuses from Aqueducts, Dams, and Canals. Each grants +2 Production to Industrial Zones, and since the former two are relatively easy to construct (i.e. does not have too challenging placement requirements) you should plan your city in advance where you can construct these districts to net you an easy +4 Production or above.
The +1 Production adjacency bonus from Strategic Resources are also quite decent, but since it's rare that you'll encounter a spot surrounded by them it's still better to rely on Aqueduct/Dam/Canal adjacencies and to think of them as a lucky additional bonus if you happen to be able to fit it in your planning. An upside though is that by adjacency bonuses to Strategic Resources and Mines on the same tile stack; therefore, all improved Strategic Resources (except for Horses, which are improved by Pastures) will grant 1.5 Production to Industrial Zones.
Area Effect Buildings
As with the Entertainment Complex, the second and third buildings of Industrial Zone can extend their effects to all cities within 6 tiles. As of the Winter Update of 2016, the area effects of multiple buildings of the same type no longer stack. Nevertheless, the area effect of Factory and Power Plant means only one city needs to construct these two buildings among a city cluster, proper use of which saves you valuable production turns. If you have multiple otherwise equivalent locations for an Industrial Zone of a centrally located city or an early city (you are more able to quickly construct higher tier buildings in older cities), try to pick the spot that maximizes the future coverage of its Factory and Power Plant. Factory is also a major way old cities can help new cities. However, remember that even though higher-tier buildings may not provide their Production bonus (due to another regional building already providing it), they will still provide Citizen slots for additional local Production and Great Person Great Person points. You will have to decide on a case-by-case basis whether it will be worth the effort to spend the number of turns necessary to build them, or you can build something more useful instead.
In Gathering Storm area-effects also function for the new Power system! The new Power Plants will also provide Power to all cities within 6 tiles, and this makes proper positioning even more important.
Great Engineer Nikola Tesla can extend the effect of one Industrial Zone by 3 tiles while increasing the Production bonus of each of its buildings by 2. This is one of the best Great Engineers. However, due to the random nature of Great People, it is usually difficult to plan with Nikola Tesla in mind.
Choice of Industrial Zone Location
Things to consider (in order of importance):
- Adjacency bonus
- Area effect (for central or old cities)
- Obstruction of future farming triangles and diamonds
- Conditions of certain valuable Wonders
Power Plants in Gathering Storm
In the Gathering Storm expansion, the Power Plant building is split now into three new buildings: the Coal Power Plant, the Oil Power Plant, and the Nuclear Power Plant. They are all constructed in the Industrial Zone as a Tier 3 building, in the place of the old generic Power Plant, and are one of the main ingredients of the new Power system.
Each district may contain only one type of Power Plant at any given time. However, there are now special city projects via which the existing Power Plant in the city may be switched to another type.
Some Power Plants can extend their Production and Science bonuses to nearby City Centers. When multiple Power Plants are within range of a City Center, the highest bonus in that City Center takes precedence.
For example, suppose City A has a Coal Power Plant which gives +6 Production due to its Industrial Zone having +6 adjacency bonus and City A is also in range of a Nuclear Power Plant of City B, which gives +4 Production and +3 Science. In this case, the higher bonuses take precedence. Thus City A receives +6 Production and +3 Science from Power Plants while City B receives +4 Production and +3 Science. Bonuses from the two Power Plants do not stack unless Magnus with the appropriate title is present.
Civilopedia entry
An industrial zone (sometimes euphemistically termed an industrial "park") is where the "heavy weight" manufacturing and shipping takes place in modern civilization. Long before the Industrial Revolution, it was common to locate the most noisy, odoriferous, and dangerous workshops – the tanners, smelters, slaughterhouses, etc. – outside the city walls. No one wanted to live near those. Inevitably, heavy transport evolved to carry raw materials in and finished products out of these districts; today industrial zones are nexus for highways, railroads, airports, and seaports. The infrastructure grew with the zones: warehouses, power plants, water towers, pipelines, and communications networks. And the industrial zones kept growing as industry grew; Upgrader Alley outside Edmonton, for instance, covers 318 square kilometers (some 123 square miles).
Civilization VI Districts [edit] |
---|
Aerodrome • Aqueduct (Bath) • Campus (Observatory1 • Seowon ) • Canal • City Center • Commercial Hub (Suguba ) • Dam • Diplomatic Quarter1 • Encampment (Ikanda • Thành1) • Entertainment Complex (Street Carnival • Hippodrome1) • Government Plaza • Harbor (Cothon • Royal Navy Dockyard) • Holy Site (Lavra) • Industrial Zone (Hansa • Oppidum1) • Neighborhood (Mbanza) • Preserve1 • Spaceport • Theater Square (Acropolis) • Walled Quarter2 • Water Park (Copacabana ) |
1 Requires DLC • 2 The Black Death scenario only
Added in the Rise and Fall expansion pack. |