Districts, also used to be known as Quarters and Extensions, are the primary components of a City that need to be placed on the physical space of the map, representing the physical form of the cities.
Different types of Districts will offer different benefits to the City they're built in - mostly creating exploitations, providing FIMS yields, as well as extracting resources, open up trade routes, providing higher Population limits, and serving as the prerequisites for infrastructures.
Districts are both the fundamental building blocks and the physical form of Cities in Humankind. All Cities will start with only a single District - the Main Plaza (used to be known as City Center) - and gradually expand from this central point.
Most of the Districts follow two common placement rules:
- Can only be placed in Territories attached to the City they belong to;
- Can only be placed next to existing Districts, a Hamlet, a Main Plaza, or an Administrative Center.
Only a few Districts can be freely placed anywhere in the Territory. However, they cannot act as an anchor point to build new Districts from them; only a Hamlet, a Main Plaza, or an Administrative Center can act as so.
Different types of Districts have different designated FIMS (Food, Industry, Money, and Science) yields, which decide which yields a District can provide and exploit. Once a District is built, it can provide direct FIMS yields to the City based on this yield type, and the tiles surrounding it that are not occupied by other Districts will be developed into Exploitations.
- All the Districts will provide yields the moment you build it, and don't need any Population to "work" them.
- The terrain yield of a tile where a District is placed will become part of the District's yields.
- If a District cannot exploit the yield of the tile it is placed on, the District will remove the terrain yields underneath.
- Even though Districts can create exploitations, Exploitation yields are not counted towards District yields. District yield is only the yield of the tile where the District is on.
- Similar to exploitations, Specialist yields are not counted towards District yields as well.
- Specialist Slots will define the Population Limit of a City. As a result, building more Districts and help to increase the Limit.
The output of a District usually benefits from adjacency bonuses and Infrastructures. Many infrastructures also require an existing District in order to be built.
Districts, as well as Cities, are protected by the Walls Family of Infrastructures. Every level of the Walls infrastructures will add stacking levels of Fortifications onto every District in the City that is connected to the Main Plaza; outlying Districts won't be protected.
Districts can be destroyed, either via ransack, or suffering from artillery and aerial bombardments. Destroyed Districts will left as ruins on the ground, which must be cleared before any new developments can be made on that tile.
District Cost Formula
Districts not listed here have static costs during the game. See the individual pages for it.
D = The number of district constructed in the City.
W = Worker slots in City of District Type
50Industry + (20 * (D-1)1.16)+(D/2+W-1)2.025
50Industry + (20 * (D-1)1.16)+(0.85*(D-1))2.025
Districts that can be built by every culture are considered as the Generic Districts. Many of them can be built in any numbers, covering the Territories, and serving as the backbone of Cities and Empires.
List of Generic Districts
|Era||District||Technology||Type or Designated Yields|
|Ancient Era||Main Plaza||Instantly unlocked||City Center,|
|Outpost||Instantly unlocked||Administrative Center,|
|Farmers Quarter||Instantly unlocked||Food|
|Makers Quarter||Instantly unlocked||Industry|
|Classical Era||Research Quarter||Philosophy||Science|
|Commons Quarter||Imperial Power||Stability|
|Colony Model||Feudalism||Main Plaza,|
|Early Modern Era||Colony Plan||Three-Masted Ship||Main Plaza,|
|Train Station||Steam Engine||Industry, transportation|
|Colony Blueprint||Steam Engine||Main Plaza|
|Contemporary Era||Airport||Aerial Warfare||Money|
|Missile Silo||Rocket Science||Military|
|Colony Grid||Civil Engineering||Main Plaza,|
List of Resource Extractors
Unlike Generic Districts which can create exploitations around them and have freer placements, Resource Extractors are built on top of luxury and strategic resources to collect copies of the resource.
Emblematic Districts - used to be called Emblematic Quarters and known as EQ or ED among the players - are Districts that are unique to every culture. They can only be built by a single culture in a given Era, and usually are limited to one Emblematic District per-Territory, while offering stronger and more interesting effects than generic Districts.
Early Modern Era
Shared Projects are special Constructibles that can have multiple cities assigned to their constructions. Similar to normal Districts, they require physical placement on the world map (except can be freely placed in owned Territories).