Districts
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DISTRICTS

A Quilt of Many Colors

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.

Districts
Ancient Era
Classical Era
Medieval Era
Early Modern Era
Industrial Era
Contemporary Era
Era
Name
Category
Emblematic culture
Effects
Costs
I
Artisans Quarter
N/A
  • +3 Money per adjacent Market Quarter
  • Extracts any Luxury Resource from the Deposit it is built on.
100
I
Astronomy House
  • -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"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Awari
  • +3 Money
  • +10 District Fortification
  • Replaces regular Outpost
  • Can be used as a Land Spawn Point for neighbor Cities
  • +20 Health Regeneration on Unit in Territory
  • Is: Land Unit Spawn.
  • Is fortified.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Canal Network
  • +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.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Ceremonial Plaza
DLC
Cultures of Latin America Pack
  • Allows construction of new Districts on adjacent Tiles
  • -10 Stability
  • +2 Faith per adjacent District
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Confucian School
  • +1 Science
  • +8 Stability
  • +5 Science per adjacent Mountain
  • +1 Researchers Slot on City or Outpost
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Copper Mine
N/A
  • +3 Science per adjacent Research Quarter
  • Extracts Resources from the Copper Deposit it is built on.
60
I
Cyclopean Fortress
  • +2 Combat Strength in combat for Units in or adjacent to the District
  • +5 Stability
  • +20 District Fortification
  • Count as " Makers Quarter"
  • Count as "Garrison"
  • Is: Land Unit Spawn.
  • Is fortified.
  • Increases the Movement cost of hostile armies within a range of 1 Tile.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Dunnu
  • +2 Combat Strength in combat for Units in or adjacent to the District
  • +3 Influence
  • +20 District Fortification
  • Count as "Garrison"
  • Count as " Commons Quarter"
  • Is: Land Unit Spawn.
  • Is fortified.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Eduba
DLC
Together We Rule
  • +5 Leverage against all known Empires when the Eduba is built
  • +2 Science
  • -10 Stability
  • +1 Science per adjacent Farmers Quarter
  • +6 Science per adjacent Main Plaza
  • +6 Science per adjacent Administrative Center
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Egyptian Pyramid
  • +3 Industry
  • +1 Influence
  • -10 Stability
  • +2 Industry per adjacent Makers Quarter
  • +1 Workers Slot on City or Outpost
  • Count as " Makers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Embassy
DLC
Together We Rule
N/A
  • +5 Stability per Era
  • +3 Influence per Era per adjacent District
300 + (50 * Era ^ 3.30)
For : Era = 1.00
Result = 350
I
Farmers Quarter
N/A
  • +1 Food
  • -10 Stability
  • +1 Food per adjacent Farmers Quarter
  • +1 Farmers Slot on City or Outpost
(50 + (20 * (District - 1) ^ 1.16)) + ((District / 2) + ( Farmers Slot - 1)) ^ 2.03
For : District = 2.00 | <i class='icon-workplace' style='color:#C0D930;'></i> Farmers Slot = 4.00
Result = 86.56
I
Fish Traps
DLC
Cultures of Oceania Pack
  • Allows construction of new Districts on adjacent Tiles
  • +2 Food
  • -10 Stability
  • +2 Food per adjacent River
  • +1 Farmers Slot on City or Outpost
  • Count as " Farmers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Garrison
N/A
  • +1 Combat Strength in combat for Units in or adjacent to the District
  • +5 Stability
  • +10 District Fortification
  • Is: Land Unit Spawn.
  • Is fortified.
(50 + (20 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 70.72
I
Harbor
N/A
  • Allows construction of new Districts on adjacent Tiles
  • -10 Stability
  • +3 Money per adjacent Market Quarter
  • Is: Naval Unit Spawn.
  • Allows Units to embark without any Movement Point cost.
(70 + (30 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2.05
For : District = 2.00
Result = 100.72
I
Haven
  • -10 Stability
  • +2 Money per adjacent Coastal Water
  • +2 Money per adjacent Lake
  • On City or Outpost:
  • +1 Traders Slot
  • +1 Farmers Slot
  • Count as " Farmers Quarter"
  • Count as " Market Quarter"
  • Is: Naval Unit Spawn.
  • Allows Units to embark without any Movement Point cost.
(70 + (30 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2.05
For : District = 2.00
Result = 100.72
I
Horse Ranch
N/A
  • +3 Science per adjacent Research Quarter
  • Extracts Resources from the Horses Deposit it is built on.
60
I
Makers Quarter
N/A
  • +1 Industry
  • -10 Stability
  • +1 Industry per adjacent Makers Quarter
  • +1 Workers Slot on City or Outpost
(50 + (20 * (District - 1) ^ 1.16)) + ((District / 2) + ( Workers Slot - 1)) ^ 2.03
For : District = 2.00 | <i class='icon-workplace' style='color:#D97430;'></i> Workers Slot = 4.00
Result = 86.56
I
Market Quarter
N/A
  • +3 Money
  • -10 Stability
  • +1 Money per adjacent Market Quarter
  • +1 Traders Slot on City or Outpost
(50 + (20 * (District - 1) ^ 1.16)) + ((District / 2) + ( Traders Slot - 1)) ^ 2.03
For : District = 2.00 | <i class='icon-workplace' style='color:#D9A930;'></i> Traders Slot = 4.00
Result = 86.56
I
Meroe Pyramids
  • +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"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Mupíà Fields
DLC
Cultures of Africa Pack
  • Replaces regular Outpost
  • +10 Food on Adjacent Cities
  • Is fortified.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
I
Olmec Head
  • +3 Food
  • +1 Influence
  • -10 Stability
  • +1 Influence per adjacent Farmers Quarter
  • +1 Farmers Slot on City or Outpost
  • Count as " Farmers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Amphitheatron
  • +3 Science per Era
  • +1 Influence per Era
  • -10 Stability
  • +2 Science per adjacent District
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Commons Quarter
N/A
  • +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
(80 + (20 * (District - 1) ^ 1.15)) + ((District * 0.85) - 1) ^ 2.03
For : District = 2.00
Result = 100.49
II
Cothon
  • -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.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Foggara
DLC
Cultures of Africa Pack
  • +3 Food
  • -10 Stability
  • +2 Food per adjacent Sterile Terrain
  • +1 Food on Exploitation
  • Count as " Farmers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Great Obelisk
  • +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 "Religious District"
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Iron Mine
N/A
  • +3 Science per adjacent Research Quarter
  • Extracts Resources from the Iron Deposit it is built on.
120
II
K'uh Nah
  • +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"
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Marae
DLC
Cultures of Oceania Pack
  • -15 Stability per adjacent District
  • On Marae:
  • +5 Influence per Marae in your Empire
  • +3 Faith per Marae in your Empire
  • KEY_NOT_FOUND
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Nazca Lines
DLC
Cultures of Latin America Pack
  • On Emblematic District:
  • +2 Influence
  • +1 Faith
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Nemeton
  • +3 Food per number of attached Territories
  • -10 Stability
  • +3 Faith
  • +3 Food per adjacent Farmers Quarter
  • Count as "Religious District"
  • Count as " Farmers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Ordu
  • Replaces regular Outpost
  • Cannot be attached to Cities
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Paper Mill
DLC
Together We Rule
  • Allows construction of new Districts on adjacent Tiles
  • -10 Stability
  • Count as " Makers Quarter"
  • Creates a new Deposit of Paper which is automatically exploited.
  • +1 Science per researched technologies
  • +10 Science per Paper when a Leverage Intel is collected
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Research Quarter
N/A
  • +3 Science
  • -10 Stability
  • +1 Science per adjacent Research Quarter
  • +1 Researchers Slot on City or Outpost
(50 + (20 * (District - 1) ^ 1.16)) + ((District / 2) + ( Researchers Slot - 1)) ^ 2.03
For : District = 2.00 | <i class='icon-workplace' style='color:#30D9D2;'></i> Researchers Slot = 4.00
Result = 86.56
II
Satraps' Palace
  • +5 Money
  • +1 Influence
  • -10 Stability
  • +2 Influence per adjacent District
  • +1 Traders Slot on City or Outpost
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Stūpa
  • +3 Science
  • +1 Influence
  • -10 Stability
  • +2 Faith
  • +2 Influence per adjacent District
  • +1 Researchers Slot on City or Outpost
  • Count as " Research Quarter"
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Triumphal Arch
  • +5 Influence
  • +5 Stability per adjacent District
  • +50 Fame on Constructible on Victorious City
  • Count as " Commons Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
II
Tumulus
  • +3 Influence
  • +3 Faith
  • +2 Faith per adjacent District
  • +5% Ransack gains on Army
  • Count as " Commons Quarter"
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Bandari
DLC
Cultures of Africa Pack
  • Allows construction of new Districts on adjacent Tiles
  • +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.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Baray
  • +5 Food
  • -10 Stability
  • +4 Industry per adjacent River
  • +1 Workers Slot on City or Outpost
  • Count as " Makers Quarter"
  • Count as " Farmers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Batey
DLC
Cultures of Latin America Pack
  • +10 Stability
  • +10 Influence on Settled City
  • Count as " Commons Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Grand Mosque
  • +3 Science per number of attached Territories
  • -10 Stability
  • +5 Faith
  • +1 Researchers Slot on City or Outpost
  • Count as " Research Quarter"
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Hamlet
N/A
  • Allows construction of new Districts on adjacent Tiles
  • -10 Stability
  • On City or Outpost:
  • +1 Traders Slot
  • +1 Workers Slot
  • +1 Researchers Slot
  • +1 Farmers Slot
(70 + (30 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2.05
For : District = 2.00
Result = 100.72
III
Hippódromos
  • +5 Money per
  • +3 Money
  • -10 Stability
  • +25 Money per adjacent Horses Deposit
  • +1 Traders Slot on City or Outpost
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Kaiserdom
  • +1 Faith per District
  • +3 Influence
  • -10 Stability
  • +3 Faith per adjacent District
  • Count as "Religious District"
  • Count as " Makers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Knyaz Library
DLC
Together We Rule
  • +6 Influence when a Leverage Intel is collected on Empire
  • +1 Stability per Territory following your State Religion
  • +2 turns before being converted by other's Religion on Territories
  • Count as " Commons Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Luxuries Market
  • +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"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Moai
DLC
Cultures of Oceania Pack
  • +10 Food
  • -10 Stability
  • +5 Faith
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Moai II
DLC
Cultures of Oceania Pack
N/A
  • +10 Influence
  • +10 Food
  • -10 Stability
  • +10 Faith
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Moai III
DLC
Cultures of Oceania Pack
N/A
  • +15 Influence
  • +15 Food
  • -10 Stability
  • +15 Faith
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Naust
  • -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.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Orda
  • Replaces regular Outpost
  • Cannot be attached to Cities
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Sacred Mound
  • -50% Industry cost reduction of adjacent Districts
  • -10 Stability
  • +2 Money per adjacent District
  • On Religious District:
  • +3 Industry
  • +3 Faith
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Sacrificial Altar
  • +10 Stability
  • +5 Faith
  • +2 Influence per adjacent District
  • Count as "Religious District"
  • Count as " Commons Quarter"
  • Unlocks 'Sacrifice Population' action on this City. Such sacrifice will apply the Celebrating status for several turns.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Scriptorium
  • +5 Science
  • -10 Stability
  • +3 Faith
  • +2 Influence per adjacent Research Quarter
  • +1 Researchers Slot on City or Outpost
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
III
Stronghold
  • 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"
  • Count as "Garrison"
  • 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
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Ambergris Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Ambergris Deposit it is built on.
200
IV
Barbican
  • +3 Combat Strength in combat for Units in or adjacent to the District
  • +2 Influence
  • +8 Stability
  • +20 District Fortification
  • Count as "Garrison"
  • Count as " Commons Quarter"
  • Is: Land Unit Spawn.
  • Is fortified.
  • Protects neighboring Tiles from being ransacked.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Botteghe di Artisti
  • +2 Money
  • +4 Influence
  • -10 Stability
  • +2 Influence per adjacent District
  • +1 Money on Tile producing Money
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Catedral Gótica
  • +1 Faith per Population
  • +5 Stability
  • +3 Faith per adjacent District
  • Count as "Religious District"
  • Count as " Commons Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Coffee Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Coffee Deposit it is built on.
200
IV
Dye Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Dye Deposit it is built on.
200
IV
Ebony Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Ebony Deposit it is built on.
200
IV
Enkang
DLC
Cultures of Africa Pack
  • Allows construction of new Districts on adjacent Tiles
  • -10 Stability
  • +5 Food per adjacent Exploitation
  • Count as " Farmers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Gemstone Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Gemstone Deposit it is built on.
200
IV
Gold Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Gold Deposit it is built on.
200
IV
Grand Teahouse
  • +1 Influence per Districts in Territory
  • +2 Influence per adjacent District
  • Count as " Commons Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Incense Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Incense Deposit it is built on.
200
IV
Jama Masjid
  • +3 Industry per Workers
  • +3 Industry
  • +2 Influence
  • -10 Stability
  • +3 Industry per adjacent Makers Quarter
  • Count as " Makers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Lead Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Lead Deposit it is built on.
200
IV
Luxury Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
200
IV
Marble Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Marble Deposit it is built on.
200
IV
Mercury Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Mercury Deposit it is built on.
200
IV
Obsidian Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Obsidian Deposit it is built on.
200
IV
Papyrus Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Papyrus Deposit it is built on.
200
IV
Pearls Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Pearl Deposit it is built on.
200
IV
Porcelain Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Porcelain Deposit it is built on.
200
IV
DLC
Cultures of Oceania Pack
  • +5 Food
  • +1 Combat Strength in combat for Units in or adjacent to the District
  • +5 Stability
  • +10 District Fortification
  • KEY_NOT_FOUND
  • Count as "Garrison"
  • Is: Land Unit Spawn.
  • Is fortified.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Saffron Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Saffron Deposit it is built on.
200
IV
Sage Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Sage Deposit it is built on.
200
IV
Salt Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Salt Deposit it is built on.
200
IV
Saltpetre Mine
N/A
  • +3 Science per adjacent Research Quarter
  • Extracts Resources from the Saltpetre Deposit it is built on.
480
IV
Seowon
  • +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"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Silk Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Silk Deposit it is built on.
200
IV
Silver Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Silver Deposit it is built on.
200
IV
Sultan Camii
  • +1 Faith per District
  • +3 Influence
  • -10 Stability
  • +3 Influence per adjacent District
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Tea Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Tea Deposit it is built on.
200
IV
Tera
  • +2 Influence
  • -10 Stability
  • +3 Faith
  • +5 Influence per adjacent Mountain
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Terrace Farm
DLC
Cultures of Latin America Pack
  • 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
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Three Sisters Plantation
  • +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"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
V.O.C Warehouse
  • +1 Money
  • -10 Stability
  • +20 Money per adjacent Harbor
  • On City or Outpost:
  • +1 Traders Slot
  • +2 Money per Traders
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
IV
Watchmakers Guild
DLC
Together We Rule
  • Allows construction of new Districts on adjacent Tiles
  • +1 Money per Era
  • -10 Stability
  • +2 Farmers Slot per adjacent Farmers Quarter
  • +2 Workers Slot per adjacent Makers Quarter
  • +2 Traders Slot per adjacent Market Quarter
  • +2 Researchers Slot per adjacent Research Quarter
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Aerodrome
N/A
  • +5 Pollution
  • -10 Stability
  • Is: Air Unit Spawn.
  • Is fortified.
(50 + (20 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 70.72
V
Amba
DLC
Cultures of Africa Pack
  • Count as "Garrison"
  • Count as " Commons Quarter"
  • Is fortified.
  • Increases the Movement cost of hostile armies within a range of 2 Tile.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Caravanserai
  • +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
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Coal Mine
N/A
  • +3 Science per adjacent Research Quarter
  • Extracts Resources from the Coal Deposit it is built on.
240
V
Coking Works
  • +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"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
College
DLC
Together We Rule
  • +3 Science
  • -10 Stability
  • +2 Science on Research Quarter
  • +2 Influence on Religious District
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Colonial Office
  • +10 Money
  • +10 Money for Liege
  • Per adjacent District:
  • +2 Money
  • +2 Money for Liege
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Exhibition Hall
  • -10 Stability
  • +5 Influence per adjacent District
  • +2 Science per number of Trade Routes on City or Outpost
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Floating Market
  • +1 Money per Population
  • +5 Industry
  • -10 Stability
  • +3 Money per adjacent Market Quarter
  • Count as " Market Quarter"
  • Count as " Makers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Hacienda
  • +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"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Loko Kuapā
DLC
Cultures of Oceania Pack
  • -10 Stability
  • +1 Food per adjacent Coastal Water
  • +15 Food per adjacent Ocean
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Nature Reserve
N/A
  • -3 Pollution
  • +2 Influence
(30 + (10 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2
For : District = 2.00
Result = 40.72
V
Oil Well
N/A
  • +3 Science per adjacent Research Quarter
  • Extracts Resources from the Oil Deposit it is built on.
480
V
Opernhaus
  • +1 Stability per Districts in Territory
  • +5 Influence
  • +2 Stability per adjacent District
  • Count as " Commons Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Saladero
DLC
Cultures of Latin America Pack
  • Creates a new Deposit of Salted Beef which is automatically exploited.
  • -10% Army Upkeep on Army
  • +5 Stability per Salted Beef on all Cities
  • -1% Army Upkeep per Salted Beef on Army
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Sobor
  • +3 Influence
  • +5 Stability
  • +5 Faith per adjacent District
  • +10 Health Regeneration on Unit
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Teatro
  • +1 Influence per Traders
  • +1 Influence per Researchers
  • +1 Influence
  • +5 Stability
  • +2 Influence per adjacent Commons Quarter
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
V
Train Station
N/A
  • +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.
(50 + (20 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 70.72
V
Warriors' Izindlu
  • Allows construction of new Districts on adjacent Tiles
  • +4 Combat Strength in combat for Units in or adjacent to the District
  • +5 Stability
  • +25 Experience on creating Units on City or Outpost
  • Count as "Garrison"
  • Count as " Farmers Quarter"
  • Is: Land Unit Spawn.
  • Is fortified.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Agronomy Lab
  • +1 Food per Population
  • -10 Stability
  • Per adjacent Farmers Quarter:
  • +3 Food
  • +3 Science
  • On City or Outpost:
  • +1 Researchers Slot
  • +1 Farmers Slot
  • Count as " Farmers Quarter"
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Airport
N/A
  • +15 Pollution
  • -10 Stability
  • +5 Money per adjacent Market Quarter
  • Provides Air Trade Routes.
(50 + (20 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 70.72
VI
Aluminium Mine
N/A
  • +3 Science per adjacent Research Quarter
  • Extracts Resources from the Aluminium Deposit it is built on.
960
VI
Archaeological Dig
  • -10 Stability
  • +3 Influence per adjacent District
  • +3 Influence on Emblematic District
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Arms Factory
  • +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.
  • +2 Combat Strength on Unit
  • -10 Stability per Weapon on all Cities
  • +5% Militia Units spawned when a City is under siege per Weapon on all Cities
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Ashram
  • +5 Influence
  • +3 Faith per adjacent District
  • On Religious District:
  • +1 Money
  • +1 Science
  • Count as " Commons Quarter"
  • Count as "Religious District"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Communal Housing
DLC
Together We Rule
  • +4 Food per adjacent Farmers Quarter
  • +4 Industry per adjacent Makers Quarter
  • +4 Money per adjacent Market Quarter
  • +4 Science per adjacent Research Quarter
  • +4 Influence per adjacent Commons Quarter
  • Count as " Farmers Quarter"
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Congress
  • +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"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Defense Agency
  • +10 Money per adjacent Garrison
  • +3 bonus Combat Strength when launching Artillery, Air or Missile Strikes on Unit
  • Count as " Commons Quarter"
  • Count as " Market Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Empresa Farmacéutica
DLC
Cultures of Latin America Pack
  • Count as " Research Quarter"
  • Creates a new Deposit of Pharmaceuticals which is automatically exploited.
  • +5 Food per Farmers on Overpopulated
  • +5 Industry per Workers on Settled City
  • +5 Money per Traders on Settled City
  • +5 Science per Researchers on Settled City
  • +10 Stability per Pharmaceuticals on all Cities
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Missile Silo
N/A
  • +15 Pollution
  • -10 Stability
  • Is: Missile Unit Spawn.
  • Is fortified.
(50 + (20 * (District - 1) ^ 1.16)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 70.72
VI
Oil Refinery
DLC
Cultures of Africa Pack
  • +10 Pollution
  • -10 Stability
  • Creates a new Deposit of Oil which is automatically exploited.
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Polar Base
DLC
Cultures of Oceania Pack
N/A
  • +5 Influence per Researchers
  • -10 Stability
  • +10 Science per adjacent Sterile Terrain
  • +1 Researchers Slot on City or Outpost
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Public School
  • +1 Science per Farmers Slot
  • -10 Stability
  • +5% Science per adjacent Research Quarter
  • +1 Researchers Slot on City or Outpost
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Research Institute
  • +3 Science per District
  • -10 Stability
  • +3 Science per adjacent Research Quarter
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Robotics Lab
  • +5 Pollution
  • +5 Industry
  • +5 Science
  • -10 Stability
  • +2 Industry on Makers Quarter within the same Territory
  • +2 Science on Research Quarter within the same Territory
  • On City or Outpost:
  • +1 Workers Slot
  • +1 Researchers Slot
  • Count as " Makers Quarter"
  • Count as " Research Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Sailing Club
DLC
Cultures of Oceania Pack
  • Per adjacent Coastal Water:
  • +10 Influence
  • +10 Stability
  • On Settled City:
  • +10 Influence
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Strip Mining Complex
  • +15 Pollution
  • +10 Industry
  • -10 Stability
  • +50 Industry per adjacent Strategic Resource Deposit
  • +1 Workers Slot on City or Outpost
  • Count as " Makers Quarter"
(80 + (20 * (District - 1) ^ 1.15)) + ((District - 1) * 0.85) ^ 2.03
For : District = 2.00
Result = 100.72
VI
Uranium Mine
N/A
  • +3 Science per adjacent Research Quarter
  • Extracts Resources from the Uranium Deposit it is built on.
1920
VI
Weapons Manufactory
N/A
  • +30 Stability
  • +50 Fame on Constructible
  • +3 Money per adjacent Market Quarter
  • KEY_NOT_FOUND
  • Extracts Resources from the Silver Deposit it is built on.
200

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