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A
Quarter is the term for an
Urban District that is fully developed, either by having 2
Buildings of the current Age or a single Building that occupies the entire tile. The term is most often used to describe bonuses that are applied from sources like
Social Policies,
Wonders, or
Technologies.
Mechanics[]
Urban Districts are generated when a
Building is constructed on a tile within a
Settlement. Once a second Building (not counting Walls) is placed in an Urban District, it becomes a
Quarter. Please note that during Age transition, any tile that contains at least 1 overbuildable Building will be considered a normal
Urban District instead, and will only become a
Quarter again once the condition is satisfied.
In the Modern Age, some Buildings (e.g. Aerodrome, Launch Pad, Rail Station) occupy the entire tile. In these cases, the District immediately becomes a
Quarter upon completion.
In short, a Quarter is formed when the number of Buildings on that tile cannot be raised any higher.
Bonuses[]
There are two main selling points of forming
Quarters:
- To save space: In a metropolitan
City, space is limited and will run out very fast if you don't form Quarters. - To maximize yields: Numerous bonuses and effects from Buildings, leaders, and civilizations apply specifically to Quarters, and not Urban Districts, so forming Quarters is a good way to exploit these bonuses. Also, when a
Specialist is assigned to a tile, it boosts the adjacency yields of all Buildings on that tile, so it is more efficient to do so with Quarters.
Unique Quarter[]
Certain civilizations have
Unique Quarters, which can be formed by constructing 2
Unique Buildings on the same tile.
In the case of Unique Quarters, once both Building slots are occupied by the Buildings specified, the Unique Quarter bonus is formed, and its bonus is applied automatically. Naturally, these Quarters are
Ageless, meaning that some of these Unique Quarter bonuses can last for the entire duration of the game.
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