Every City is unique, and that is no different in Humankind. From humble beginnings, your Cities can expand in any way you see fit, becoming austere, military havens on the Empire's hinterlands to rich breadbaskets at the heart of the realm to anything besides. Districts are their building-blocks, and it is through their placement that you can build your own dream metropolis.
+3 Money per adjacent Market Quarter
Extracts any Luxury Resource from the Deposit it is built on.
-10 Stability
+3 Science per adjacent Farmers Quarter
On City or Outpost:
+1 Food per Researchers
+1 Science per Researchers
+1 Researchers Slot
Count as " Farmers Quarter"
Count as " Research Quarter"
+2 Industry
+2 Food
+10 District Fortification
Automatically upgrades regular Outpost
Can be used as a Land Spawn Point for neighbor Cities
Is: Land Unit Spawn.
Is fortified.
+3 Food
-10 Stability
+2 Food per adjacent Farmers Quarter
+1 Farmers Slot on City or Outpost
Count as " Farmers Quarter"
Is considered as a River.
Allows construction of new Districts on adjacent Tiles
-10 Stability
+2 Faith per adjacent District
+1 Science
+8 Stability
+5 Science per adjacent Mountain
+1 Researchers Slot on City or Outpost
Count as " Research Quarter"
+3 Science per adjacent Research Quarter
Extracts Resources from the Copper Deposit it is built on.
+3 Industry
+3 Combat Strength in combat for Units in or adjacent to the District
+15 Stability
+20 District Fortification
Count as " Makers Quarter"
Is: Land Unit Spawn.
Is fortified.
Increases the Movement cost of hostile armies within a range of 1 Tile.
+1 Combat Strength in combat for Units in or adjacent to the District
+2 Influence
+10 District Fortification
Is: Land Unit Spawn.
Is fortified.
+3 Industry
+1 Influence
-10 Stability
+3 Industry per adjacent Makers Quarter
+1 Workers Slot on City or Outpost
Count as " Makers Quarter"
+1 Food
-10 Stability
+1 Food per adjacent Farmers Quarter
+1 Farmers Slot on City or Outpost
+1 Combat Strength in combat for Units in or adjacent to the District
+5 Stability
+10 District Fortification
Is: Land Unit Spawn.
Is fortified.
-10 Stability
+3 Money per adjacent Market Quarter
Is: Naval Unit Spawn.
Allows Units to embark without any Movement Point cost.
-10 Stability
+2 Money per adjacent Coastal Water
+2 Money per adjacent Lake
+1 Traders Slot on City or Outpost
Count as " Farmers Quarter"
Count as " Market Quarter"
Is: Naval Unit Spawn.
Allows Units to embark without any Movement Point cost.
+3 Science per adjacent Research Quarter
Extracts Resources from the Horses Deposit it is built on.
+1 Industry
-10 Stability
+1 Industry per adjacent Makers Quarter
+1 Workers Slot on City or Outpost
+3 Money
-10 Stability
+1 Money per adjacent Market Quarter
+1 Traders Slot on City or Outpost
+2 Industry
+2 Money
-10 Stability
+3 Money per adjacent Makers Quarter
+1 Traders Slot on City or Outpost
Count as " Market Quarter"
Count as " Makers Quarter"
Automatically upgrades regular Outpost
+10 Food on Adjacent Cities
Is fortified.
+3 Food
+1 Influence
-10 Stability
+1 Influence per adjacent Farmers Quarter
+1 Farmers Slot on City or Outpost
Count as " Farmers Quarter"
+3 Science per Era
+1 Influence per Era
-10 Stability
+2 Science per adjacent District
Count as " Research Quarter"
+2 Influence
+5 Stability per adjacent Farmers Quarter
+5 Stability per adjacent Makers Quarter
+5 Stability per adjacent Research Quarter
+5 Stability per adjacent Market Quarter
-10 Stability
+10 District Fortification
+3 Industry per adjacent Coastal Water
+2 Industry per adjacent Lake
+1 Workers Slot on City or Outpost
Count as " Farmers Quarter"
Count as " Market Quarter"
Count as " Makers Quarter"
Is: Naval Unit Spawn.
Allows Units to embark without any Movement Point cost.
+3 Food
-10 Stability
+2 Food per adjacent Sterile Terrain
+1 Food per adjacent Rocky Field
+1 Food per adjacent Stone Field
Count as " Farmers Quarter"
+1 Money per Territories under the Religion's influence
+3 Money
-10 Stability
+3 Faith
+3 Money per adjacent Market Quarter
+1 Traders Slot on City or Outpost
Count as " Market Quarter"
+3 Science per adjacent Research Quarter
Extracts Resources from the Iron Deposit it is built on.
+3 Industry per number of attached Territories
-10 Stability
+2 Faith
+4 Industry per adjacent Makers Quarter
+1 Workers Slot on City or Outpost
Count as " Makers Quarter"
On Emblematic District:
+2 Influence
+1 Faith
+3 Food per number of attached Territories
-10 Stability
+3 Faith
+3 Food per adjacent Farmers Quarter
Count as " Farmers Quarter"
Automatically upgrades regular Outpost
Cannot be attached to Cities
+3 Science
-10 Stability
+1 Science per adjacent Research Quarter
+1 Researchers Slot on City or Outpost
+5 Money
+1 Influence
-10 Stability
+2 Influence per adjacent District
+1 Traders Slot on City or Outpost
Count as " Market Quarter"
+3 Science
+1 Influence
-10 Stability
+2 Faith
+2 Influence per adjacent District
+1 Researchers Slot on City or Outpost
Count as " Research Quarter"
+3 Influence
+3 Stability
On Victorious City:
+5 Influence
+10 Stability
+3 Influence
-10 Stability
+3 Faith
+2 Faith per adjacent District
+3 Money per Number of unique types of Resources available
Count as " Farmers Quarter"
Count as " Market Quarter"
Is: Naval Unit Spawn.
Allows Units to embark without any Movement Point cost.
+5 Food
-10 Stability
+4 Industry per adjacent River
+1 Workers Slot on City or Outpost
Count as " Makers Quarter"
Count as " Farmers Quarter"
+10 Stability
+10 Influence on Settled City
+3 Science per number of attached Territories
-10 Stability
+5 Faith
+1 Researchers Slot on City or Outpost
Count as " Research Quarter"
-10 Stability
On City or Outpost:
+1 Traders Slot
+1 Workers Slot
+1 Researchers Slot
+1 Farmers Slot
+5 Money per
+3 Money
-10 Stability
+25 Money per adjacent Horses Deposit
+1 Traders Slot on City or Outpost
Count as " Market Quarter"
+1 Faith per District
+3 Influence
-10 Stability
+3 Faith per adjacent District
Count as " Makers Quarter"
+1 Money per number of Trade Routes
+5 Money
-10 Stability
+3 Money per adjacent Market Quarter
+1 Traders Slot on City or Outpost
Count as " Market Quarter"
-10 Stability
+5 Food per adjacent Coastal Water
+5 Food per adjacent Lake
+50 Money from Ransack on Empire
+1 Farmers Slot on City or Outpost
Count as " Farmers Quarter"
Count as " Market Quarter"
Is: Naval Unit Spawn.
Allows Units to embark without any Movement Point cost.
Automatically upgrades regular Outpost
Cannot be attached to Cities
-50% Industry cost reduction of adjacent Districts
-10 Stability
On Religious District:
+3 Industry
+3 Faith
+2 Money on Adjacent Tiles
+5 Stability
+5 Faith
+2 Influence per adjacent District
Unlocks 'Sacrifice Population' action on this City. Such sacrifice will apply the Celebrating status for several turns.
+5 Science
-10 Stability
+3 Faith
+2 Influence per adjacent Research Quarter
+1 Researchers Slot on City or Outpost
Count as " Research Quarter"
Increase the range by 2 for Ranged Units standing on it
+3 Combat Strength in combat for Units in or adjacent to the District
+5 Stability
+20 District Fortification
Count as " Farmers Quarter"
Is: Land Unit Spawn.
Is fortified.
Applies Eagle-Eyed to any friendly Army located on this District:
+2 Vision Range
+2 Attack Range if Unit has a Ranged Attack
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Ambergris Deposit it is built on.
+3 Combat Strength in combat for Units in or adjacent to the District
+2 Influence
+8 Stability
+20 District Fortification
Is: Land Unit Spawn.
Is fortified.
Protects neighboring Tiles from being ransacked.
+1 Money
+4 Influence
-10 Stability
+1 Influence per adjacent Market Quarter
+1 Money on Tile producing Money
Count as " Market Quarter"
+1 Faith per Population
-10 Stability
+3 Faith per adjacent District
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Coffee Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Dye Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Ebony Deposit it is built on.
-10 Stability
+5 Food per adjacent Exploitation
Count as " Farmers Quarter"
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Gemstone Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Gold Deposit it is built on.
+1 Influence per District
+10 Stability
+2 Influence per adjacent District
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Incense Deposit it is built on.
+3 Industry per Workers
+3 Industry
+2 Influence
-10 Stability
+3 Industry per adjacent Makers Quarter
Count as " Makers Quarter"
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Lead Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Marble Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Mercury Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Obsidian Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Papyrus Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Pearl Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Porcelain Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Saffron Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Sage Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Salt Deposit it is built on.
+3 Science per adjacent Research Quarter
Extracts Resources from the Saltpetre Deposit it is built on.
+2 Science
+2 Influence
-10 Stability
+3 Science per adjacent Research Quarter
On City or Outpost:
+1 Science per Researchers
+1 Researchers Slot
Count as " Research Quarter"
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Silk Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Silver Deposit it is built on.
+1 Faith per District
+3 Influence
-10 Stability
+3 Influence per adjacent District
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Tea Deposit it is built on.
+2 Influence
-10 Stability
+3 Faith
+5 Influence per adjacent Mountain
Allows construction of new Districts on adjacent Tiles
-10 Stability
+2 Vision Range
+3 Food per adjacent Mountain
-25% Territory Attachment Cost on adjacent Territories
+5 Food per number of attached Territories
-10 Stability
+3 Food per adjacent Farmers Quarter
+1 Farmers Slot on City or Outpost
Count as " Farmers Quarter"
+1 Money
-10 Stability
+20 Money per adjacent Harbor
On City or Outpost:
+1 Traders Slot
+2 Money per Traders
Count as " Market Quarter"
+5 Pollution
-10 Stability
Is: Air Unit Spawn.
Is fortified.
Is fortified.
Increases the Movement cost of hostile armies within a range of 2 Tile.
+1 Money per number of Trade Routes
+5 Industry
+5 Money
-10 Stability
+3 Money per adjacent Market Quarter
+1 Traders Slot on City or Outpost
Count as " Makers Quarter"
Count as " Market Quarter"
Applies Swift to any friendly Army located on this District:
+3 Land Movement Speed
+3 Science per adjacent Research Quarter
Extracts Resources from the Coal Deposit it is built on.
+1 Industry per Population
+10 Pollution
-10 Stability
+3 Industry per adjacent Makers Quarter
+1 Workers Slot on City or Outpost
Count as " Makers Quarter"
+10 Money
+10 Money for Liege
Per adjacent District:
+2 Money
+2 Money for Liege
Count as " Market Quarter"
-10 Stability
+5 Influence per adjacent District
+1 Science per Population on Collective Minds
Count as " Research Quarter"
+1 Money per Population
+5 Industry
-10 Stability
+3 Money per adjacent Market Quarter
Count as " Market Quarter"
Count as " Makers Quarter"
+1 Food
-10 Stability
+3 Food per adjacent Farmers Quarter
+1 Food on Tile producing Food
+1 Farmers Slot on City or Outpost
Count as " Farmers Quarter"
-3 Pollution
+2 Influence
+3 Science per adjacent Research Quarter
Extracts Resources from the Oil Deposit it is built on.
+1 Stability per District
+5 Influence
+2 Stability per adjacent District
Creates a new Deposit of Salted Beef which is automatically exploited.
+4 Stability per Salted Beef on all Cities
-2% Army Upkeep per Salted Beef on Army
+3 Influence
+5 Stability
+5 Faith per adjacent District
+10 Health Regeneration on Unit
+1 Influence per Traders
+1 Influence per Researchers
+1 Influence
+5 Stability
+2 Influence per adjacent Commons Quarter
+5 Pollution
-10 Stability
+5 Industry per adjacent Makers Quarter
Generates rails towards neighboring Train Stations. Rails allow to travel instantly from one Train Station to another at the cost of 1 Movement Point.
Can be built once per Territory.
+4 Combat Strength in combat for Units in or adjacent to the District
+5 Stability
+10 Experience on creating Units on City or Outpost
Is: Land Unit Spawn.
Is fortified.
+1 Food per Population
-10 Stability
+3 Food per adjacent Farmers Quarter
+1 Farmers Slot on City or Outpost
Count as " Farmers Quarter"
+15 Pollution
-10 Stability
+5 Money per adjacent Market Quarter
Provides Air Trade Routes.
+3 Science per adjacent Research Quarter
Extracts Resources from the Aluminium Deposit it is built on.
-10 Stability
+3 Influence per adjacent District
+3 Influence on Emblematic District
+10 Pollution
+5 Industry
+5 Money
-10 Stability
Count as " Market Quarter"
Count as " Makers Quarter"
Creates a new Deposit of Weapons which is automatically exploited.
-10 Stability per Weapon on all Cities
+1 Combat Strength per Weapon on Unit
+2 Faith per Population
+5 Influence
+3 Faith per adjacent District
+7 Money per number of attached Territories
-10 Stability
+3 Influence per adjacent Market Quarter
On City or Outpost:
+1 Traders Slot
+1 Workers Slot
+1 Researchers Slot
+1 Farmers Slot
Count as " Market Quarter"
+2 Combat Strength in combat for Units in or adjacent to the District
-10 Stability
+2 Influence per adjacent Garrison
Creates a new Deposit of Pharmaceuticals which is automatically exploited.
+10 Stability per Pharmaceuticals on all Cities
+1 Food per Population per Pharmaceuticals on all Cities
+15 Pollution
-10 Stability
Is: Missile Unit Spawn.
Is fortified.
+10 Pollution
-10 Stability
Creates a new Deposit of Oil which is automatically exploited.
+1 Science per Farmers Slot
-10 Stability
+5% Science per adjacent Research Quarter
+1 Researchers Slot on City or Outpost
Count as " Research Quarter"
+3 Science per District
-10 Stability
+3 Science per adjacent Research Quarter
Count as " Research Quarter"
+5 Pollution
+5 Industry
+5 Science
-10 Stability
Per adjacent District:
+3 Industry
+3 Science
+2 Industry on Makers Quarter
+2 Science on Research Quarter
On City or Outpost:
+1 Workers Slot
+1 Researchers Slot
Count as " Makers Quarter"
Count as " Research Quarter"
+15 Pollution
+10 Industry
-10 Stability
+50 Industry per adjacent Strategic Resource Deposit
+1 Workers Slot on City or Outpost
Count as " Makers Quarter"
+3 Science per adjacent Research Quarter
Extracts Resources from the Uranium Deposit it is built on.
+30 Stability
+50 Fame on Constructible
+3 Money per adjacent Market Quarter
Extracts Resources from the Silver Deposit it is built on.