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The Preserve is a specialty District District in Civilization VI, dedicated to conservation and Appeal. It requires the Mysticism civic.


The following buildings can be constructed in a Preserve:

Unlike other district buildings, you can build these buildings in any order provided that you have unlocked them both.


The main purpose of the Preserve is to boost the Appeal and the yields of nearby unimproved tiles, therefore making them useful even without special infrastructure. It can be built anywhere, as long as it is away from the City Center. The Preserve is unique in a sense that instead of gaining adjacency bonuses from surrounding tiles, unimproved surrounding tiles benefit from being adjacent to the Preserve.

There are several points to consider when constructing a Preserve:

  1. This district becomes available very early in the game. This makes it potentially the second or third district you will build (after a Holy Site or Campus, and possibly even before an Encampment or Commercial Hub). That is, if you find any use for it!
  2. The district itself is almost useless. On its own, the only serious effect it has is Culture Bombing adjacent tiles, which may instantly add many tiles if positioned right. However, its other innate effect (+1 Appeal) is rarely of any serious use in the early game, and later you will find many other ways to improve Appeal. Apart from that, the district doesn't contribute any Great Person Great Person points or have any special potential on its own; however, its buildings add serious bonuses to nearby tiles if they have high enough Appeal. Even if you have enough high-Appeal tiles, you need to build a building in it to get real yield bonuses and Citizen Population to harvest them. Don't build this district too early.
  3. The Preserve becomes much useful when starting the game in the Industrial Era or later: not only do more free tiles and Citizen Population when settling a city (and more ways to get higher Appeal) make it easier to build it and get yields, but you also get a free Grove whenever you build a Preserve.

With these points in mind, we can conclude that the Preserve may become incredibly useful very early in the game for civilizations which start in regions with high Appeal (near Mountains or Coasts, but far from rivers with Floodplains or Rainforests). Rush Mysticism, plop down a Preserve and build its Grove, then watch these Charming and Breathtaking tiles turbo-boost your city's growth, Culture Culture, and Faith Faith (both very important for any civilization seeking general development). Later on, even more interesting yields will appear when you build the Sanctuary.

For cities situated in less appealing regions, the Preserve has little use. Yes, you can use the extra territory, but you will rarely gain more than 1 Housing Housing from it, or manage to push nearby tiles' Appeal rating above 1 so as to gain extra yields. Try instead to use the Preserve in regions with terrain which has no resources or features, or where common tile improvements cannot be built (such as Desert, Tundra, or Snow). If you find ways to make them at least Charming, it will be worth it.

Because the Preserve increases the Appeal of and triggers a Culture Bomb on surrounding tiles, it is best placed 2 hexes away from the City Center. If you place it 3 hexes away, many of the tiles that would benefit could turn out to be too far away to work, unless you have another city in that direction. Tiles you plan to incorporate into National Parks or improve with Seaside Resorts can also benefit from a nearby Preserve: National Parks and Seaside Resorts must be built on tiles of high enough Appeal (Charming and Breathtaking, respectively), which a Preserve can help you achieve. Keep in mind that in order to establish a National Park, all 4 tiles within that Park need to be unimproved and the Preserve itself is a District District, so it cannot be included in a National Park. The Preserve is also a good source of Housing Housing, especially in the early game when such sources are limited in number.

Although it is generally more worthwhile to leave adjacent tiles unimproved due to the yields supplied by the Grove and the Sanctuary, it is worth noting that Neighborhoods gain more Housing Housing based on Appeal, so if your land Appeal is very bad overall (as is often the case when playing as the Gauls, for instance) it may be worth placing them next to a city's Preserve as a last resort. Australia and the Mapuche are a couple of civilizations that may also want to build infrastructure adjacent to their Preserves. But there are some unique bonuses that seem to especially encourage leaving nature untouched, and these synergize with this district even better! The Marae grants Culture Culture and Faith Faith to beautiful tile features anyway, and the civilization ability of the Māori grants Production Production to their unimproved Woods as well. Another powerful combination with the Preserve is the Inca, since Mountains are perpetually Breathtaking and they have the ability to work these tiles. All you need to do is to find a spot adjacent to as many Mountains tiles as possible, then build your Preserve nearby. Bull Moose Teddy has arguably the strongest combo with this district: with the Earth Goddess pantheon, Breathtaking American tiles adjacent to this district offer a whopping 2 Science Science, 2 Culture Culture, 3 Faith Faith, 2 Food Food, 2 Production Production, and 2 Gold Gold on top of the extra 2 Culture Culture and/or 2 Science Science depending on the features adjacent to the tiles. Finally, Brazil can further bolster the Appeal of their Rainforests with Preserves, which work very well with Appeal-boosting Holy Sites and the Sacred Path/Work Ethic combo.

Civilopedia entry[]

In 1862, American writer Henry David Thoreau, wrote that “in wildness is the preservation of the world.” Thoreau was, of course, writing from a particular cultural and historical background, pushing for a Romantic view of nature as something restorative to the human spirit, but something of his statement has rung true for civilizations in many times and places. Civilizations, even as they alter or sometimes flat-out destroy the natural world, seek to preserve something of what they have lost, perhaps seeing that there remains something outside of their grasp. Shinto shrines in Japan keep preserved groves of trees, waterfalls, or even herds of deer in honor of nature spirits. Medieval and early modern European palaces had hunting preserves for the nobility, places often now converted into public parks for the rest and rejuvenation of the masses. These are not exactly wild spaces as Thoreau might have it, but rather wildness cultivated and pruned, made to serve the purposes of the city for beauty, relaxation, hunting, sport, reflection, meditation, or simply a bit of fresh air.


Civilization VI Districts [edit]
AerodromeAqueduct (Bath) • Campus (Observatory1Seowon R&F-Only.png) • Canal GS-Only.pngCity CenterCommercial Hub (Suguba GS-Only.png) • Dam GS-Only.pngDiplomatic Quarter1Encampment (Ikanda R&F-Only.pngThành1) • Entertainment Complex (Street CarnivalHippodrome1) • Government Plaza R&F-Only.pngHarbor (Cothon GS-Only.pngRoyal Navy Dockyard) • Holy Site (Lavra) • Industrial Zone (HansaOppidum1) • Neighborhood (Mbanza) • Preserve1SpaceportTheater Square (Acropolis) • Walled Quarter2Water Park R&F-Only.png (Copacabana R&F-Only.png)
1 Requires a DLC2 The Black Death scenario only

R&F-Only.png Added in the Rise and Fall expansion pack.
GS-Only.png Added in the Gathering Storm expansion pack.