King Jason
Fleece-bearer
- Joined
- Oct 21, 2005
- Messages
- 2,040
Speculating on an upcoming civ game has essentially become a hobby unto itself around here. I did it with civ4, civ5... skipped BE because I was just utterly disinterested; but am very much anticipating the release of civ6. It seems a beautiful fusion of many good things of past civ games, while also introducing exciting new features.
The other day while speculating about buildings and districts in a different thread, I mentioned that I considered the Courthouse to be an Iconic building in civ, and hope it returns. It's a silly thing really, to think of buildings as Iconic - but I really get the sense that civ does have iconic buildings that are just series staples at this point. It's just not "Civ" if you're not building a granary, or beelining to Writing so you can build a Library. These things are less obvious than the inclusion of Civs and Leaders, but they're there.
So I decided to take a look back at the Buildings of the Civilization series and see what common threads I could tug. The following List is fairly complete. Omissions include all unique civ buildings, as they are mostly improvements upon existing buildings. Buildings that fall under specific types but have been enhanced via certain gameplay elements have been simplified, for example the religious buildings. In civ4, every religious had about 3 buildings each - So for civ4 in the chart, I simply stuck with "Temple and Cathedral", and added "shrine" to fill out the 3rd category. I did a similar thing for civ5; keeping shrine, temple, then having "cathedral" be representative of the bonus religious building(s) you could acquire through faith.
Other simplification were made where they made sense. Such as Public Transportation being moved to the "mass transit" category. Some buildings were omitted entirely, such as the Great artist guilds of civ5, the academy of civ4... or any other buildings that required special circumstances to build them other than simply... building them. Minor note; this list includes Civilization Revolution.
The guide;
GREEN - All of the Buildings that have made it into every civ game. Civrev included.
CYAN - All of the buildings that have only missed one game. (Note: often this game was CivRev, arguably for simplification sake)
Light orange - Buildings that have been in 4 games.
Dark orange - Buildings have been in 3 games.
Uncolored - Less than 3.
The number above each iteration is the rough number of how many buildings were in that game - again, not including uniques, specialist buildings, or spaceship parts, etc.

Notes: Meeting House(civ5) was part of a scenario and should not be on the list.
-Granaries were in Civ2, making them the 12th building to be in every Civ game in the series.
I enjoyed making this list because it really does highlight the iconic buildings of the franchise. Libraries, Aqueducts, Banks... These are things that have always been around. They'll probably be used forever. It might seem a silly thing, you may think; "Well of course a city needs a bank" - That might be true... but what about a Market? That could be called any number of things, they could change the name at any point - Bazaar, Trading post, whatever. You could probably come up with several alternatives for Libraries as well - but it isn't Civ.
The other thing about this list I found interesting is the strange Omissions - Civ1 did not have Harbors or Airports, The Stock Exchange is not as common as I remembered/assumed (nor should it be Orange, by the way)
The last part of this post : Rampant Speculation about civ6. The following information is things we know for sure, or are fairly certain of due to dev commentary;
-There are twelve different types of district
-Each district contains 3 buildings, or 3 "builds" (I will make note of this again)
-Districts follow specific themes; the buildings within them are related in purpose.
Most of this is pretty straightfoward. You build the Campus District, and that allows you to place the Library->University->Laboratory Build path that's been a part of the franchise forever. Really it's an elegant way to continue the whole concept of Upgrade paths. Not every civ game used build paths. Civ1 barely had any. Yet in civ5, nearly every building type was part of an upgrade path. Example, in civ5 factories required workshops, where in civ4 you could build a factory without needing a forge. You'd just build both in your production city because that's what made sense.
It's these build paths and the above list that lends itself to speculating on filling the remaining buildings of the districts we know (all but 1!), and of course to discover what the last district could possibly be.
Here's a look at our current best guess of civ6's buildings.
I'll run through each district briefly with my own speculations. Incoming Wall of Text;
Also, In case anyone was curious, Math tells us there should be somewhere around 60 buildings if you include the construction of the district itself in the build order as an actual building. If you don't, well then it's about 48 buildings. So the building count is in keeping with the last two installments in case anyone was thinking it looks light this time around. Again, that number does not include uniques.
The other day while speculating about buildings and districts in a different thread, I mentioned that I considered the Courthouse to be an Iconic building in civ, and hope it returns. It's a silly thing really, to think of buildings as Iconic - but I really get the sense that civ does have iconic buildings that are just series staples at this point. It's just not "Civ" if you're not building a granary, or beelining to Writing so you can build a Library. These things are less obvious than the inclusion of Civs and Leaders, but they're there.
So I decided to take a look back at the Buildings of the Civilization series and see what common threads I could tug. The following List is fairly complete. Omissions include all unique civ buildings, as they are mostly improvements upon existing buildings. Buildings that fall under specific types but have been enhanced via certain gameplay elements have been simplified, for example the religious buildings. In civ4, every religious had about 3 buildings each - So for civ4 in the chart, I simply stuck with "Temple and Cathedral", and added "shrine" to fill out the 3rd category. I did a similar thing for civ5; keeping shrine, temple, then having "cathedral" be representative of the bonus religious building(s) you could acquire through faith.
Other simplification were made where they made sense. Such as Public Transportation being moved to the "mass transit" category. Some buildings were omitted entirely, such as the Great artist guilds of civ5, the academy of civ4... or any other buildings that required special circumstances to build them other than simply... building them. Minor note; this list includes Civilization Revolution.
The guide;
GREEN - All of the Buildings that have made it into every civ game. Civrev included.
CYAN - All of the buildings that have only missed one game. (Note: often this game was CivRev, arguably for simplification sake)
Light orange - Buildings that have been in 4 games.
Dark orange - Buildings have been in 3 games.
Uncolored - Less than 3.
The number above each iteration is the rough number of how many buildings were in that game - again, not including uniques, specialist buildings, or spaceship parts, etc.
Spoiler :

Notes: Meeting House(civ5) was part of a scenario and should not be on the list.
-Granaries were in Civ2, making them the 12th building to be in every Civ game in the series.
I enjoyed making this list because it really does highlight the iconic buildings of the franchise. Libraries, Aqueducts, Banks... These are things that have always been around. They'll probably be used forever. It might seem a silly thing, you may think; "Well of course a city needs a bank" - That might be true... but what about a Market? That could be called any number of things, they could change the name at any point - Bazaar, Trading post, whatever. You could probably come up with several alternatives for Libraries as well - but it isn't Civ.
The other thing about this list I found interesting is the strange Omissions - Civ1 did not have Harbors or Airports, The Stock Exchange is not as common as I remembered/assumed (nor should it be Orange, by the way)
The last part of this post : Rampant Speculation about civ6. The following information is things we know for sure, or are fairly certain of due to dev commentary;
-There are twelve different types of district
-Each district contains 3 buildings, or 3 "builds" (I will make note of this again)
-Districts follow specific themes; the buildings within them are related in purpose.
Most of this is pretty straightfoward. You build the Campus District, and that allows you to place the Library->University->Laboratory Build path that's been a part of the franchise forever. Really it's an elegant way to continue the whole concept of Upgrade paths. Not every civ game used build paths. Civ1 barely had any. Yet in civ5, nearly every building type was part of an upgrade path. Example, in civ5 factories required workshops, where in civ4 you could build a factory without needing a forge. You'd just build both in your production city because that's what made sense.
It's these build paths and the above list that lends itself to speculating on filling the remaining buildings of the districts we know (all but 1!), and of course to discover what the last district could possibly be.
Here's a look at our current best guess of civ6's buildings.
Spoiler :

I'll run through each district briefly with my own speculations. Incoming Wall of Text;
Spoiler :
Encampment: We've actually seen all 3 buildings of this in the game, we're just uncertain of the middle one. I'm fairly confident judging by the look of the building and considering the previous build path of civ5 (Barracks -> Armory -> Military Academy) That we're looking at the Armory. Stable is also an Encampment building, but it's constructed instead of a Barracks.
Holy Site: Shrine and Temple are known, and the third building clearly changes based on religion. Whether they have different effects is unclear, but I'm going to take this concept onto the next district.
Industrial Zone: We have yet to see the 3rd building of an Industrial zone. While it's possible the area that looks like a parking lot and some silos could be a building - I think it's equally possible that's just the basic appearance of the district once you get into the modern era from the industrial era. This means we're missing a building. I think this is a prime location for the Power Plant. Either as a generic improvement, or, allowing for different types that are dependent on certain factors such as terrain. Is your Industrial Zone next to a river? You may construct the Hydro Plant; Uranium? A Nuclear Plant, Etc. Either these differences could have gameplay implications or simply be aesthetic. Also, The different Power Plants are some of the most frequently used buildings in all other civ games. It would be a shame to lose them.
-Runner up building for the Industrial Zone: Recycling Center or Manufacturing plant.
Aqueduct: An interesting district. Is the Aqueduct a building or the district itself? Either way, the Aqueduct retains it's iconic spot in the civ series. Due to a policy that mentions the construction of sewers and a bit of deductive reasoning, we've presumed that the Sewers belong in this district. Makes sense. The "Growth" build path in civ2 was Aqueduct -> Sewer. This means there's one or two more buildings remaining in this district as well. Consulting my list of series regulars, sensible candidates are the Hospital, Recycling Center, or Public Transport. Which, much like the Aqueduct and sewer, have all served growth functions in passed games. However, Hydro Plant could also fit very nicely here as the entire district seems water-focused. It requires water to be built.
Entertainment: I think it's pretty clear that there is a Zoo in one of the pictures. There's also a jousting arena. This could either be a hippodrome, or more generally refered to as a Stadium, allowing it to upgrade through the ages, eventually becoming a sports complex. The other idea I have is the Circus, or Fairgrounds, something that can retain that same look through out the ages. This leaves one more building, unless the Jousting arena and Stadium are separate, which also seems possible. Zoo and Stadium were part of the same build path in civ5. Another possibility; Theme Park.
Commerce and Campus: Known and/or pretty straightforward, The commerce center likely follows the Market -> Bank -> Stock Exchange build path of previous games, despite being unconfirmed.
Theater district: We know about the Amphitheatre, we can guess about the Museum, as the building well, looks like a museum and is surrounding by a couple of sculptures. The real question is what does the Film Studio replace? Possibilities include The Opera House. I can't really think of something else for that.
Habor district: I imagine the last building will be associated with trade in some way, likely a customs house.
Finally we come to the three we know the least about; The Airport, The Spaceport, and the 12th District. We've seen the Airport after it's presumably just been constructed, and we've seen it filled with 3 buildings. It also has a color scheme so it's definitely a district. What those buildings are? Well one clearly looks like a hangar. The other two also look very Airport specific, so I'm under the assumption you upgrade your airports over time. For example, an Airport probably does not begin with the ability to Airlift units between cities. You'll probably need to construct a Terminal to gain that ability. Terminals probably increase tourism and/or trade as well. The 3rd building, I'm not sure. Perhaps a Visitors Center or something of the like.
The Spaceport is obviously for the spacerace victory. However, the e3 video shows that the district seems to keep with the theme of 3 "builds" - We see 3 different rockets constructed in the spaceport before the final victory is shown. So my guess is that we need to Launch three separate rockets that establish the different milestones of discovering space, such as launching a satellite, building a space station, then finally launching the colony ship? Or any combination of Space flight achievements.
Now, the Mysterious District. It's entirely possible this is just a Park. Gardens have been a building before, and I could see a park district being a thing. However, in the event National Parks aren't the (or part of) 12 district, then I'm compelled to consult my list of buildings that find a place throughout the civ franchise.
The obvious building that sticks out like a sore thumb; The Courthouse. This building has been in every Civilization game and it's the only one of the other 11 buildings that have been in all civ games that is is nowhere to be seen in civ6. If included, however, it could be part of the city center; taking up the spot of the palace in non-capital cities.
However, looking at the list, the Police Station appears in half the games. There is also a Jail in one game, and a Constabulary in another. Perhaps there could be an entire District that houses the Courthouse -> Jail or Prison -> Constabulary or Police Station or some combination thereof. Others have wondered if there would be an Espionage district and while I'm not necessarily sure there would be, it's interesting to note that all of the above buildings have had some sort of espionage function in past games.
I'd also be willing to bet that there's at least one more defensive upgrade to city centers after a castle. Be it a Military base, Bunker/bomb shelter, or Arsenal. The walls ->Castle->Arsenal->Military Base was a build path in civ5 and we have yet to see any modern defense structures in civ6. I think Walls -> Castle -> Bunker would make the most sense, and would be in keeping with the rule of three.
Holy Site: Shrine and Temple are known, and the third building clearly changes based on religion. Whether they have different effects is unclear, but I'm going to take this concept onto the next district.
Industrial Zone: We have yet to see the 3rd building of an Industrial zone. While it's possible the area that looks like a parking lot and some silos could be a building - I think it's equally possible that's just the basic appearance of the district once you get into the modern era from the industrial era. This means we're missing a building. I think this is a prime location for the Power Plant. Either as a generic improvement, or, allowing for different types that are dependent on certain factors such as terrain. Is your Industrial Zone next to a river? You may construct the Hydro Plant; Uranium? A Nuclear Plant, Etc. Either these differences could have gameplay implications or simply be aesthetic. Also, The different Power Plants are some of the most frequently used buildings in all other civ games. It would be a shame to lose them.
-Runner up building for the Industrial Zone: Recycling Center or Manufacturing plant.
Aqueduct: An interesting district. Is the Aqueduct a building or the district itself? Either way, the Aqueduct retains it's iconic spot in the civ series. Due to a policy that mentions the construction of sewers and a bit of deductive reasoning, we've presumed that the Sewers belong in this district. Makes sense. The "Growth" build path in civ2 was Aqueduct -> Sewer. This means there's one or two more buildings remaining in this district as well. Consulting my list of series regulars, sensible candidates are the Hospital, Recycling Center, or Public Transport. Which, much like the Aqueduct and sewer, have all served growth functions in passed games. However, Hydro Plant could also fit very nicely here as the entire district seems water-focused. It requires water to be built.
Entertainment: I think it's pretty clear that there is a Zoo in one of the pictures. There's also a jousting arena. This could either be a hippodrome, or more generally refered to as a Stadium, allowing it to upgrade through the ages, eventually becoming a sports complex. The other idea I have is the Circus, or Fairgrounds, something that can retain that same look through out the ages. This leaves one more building, unless the Jousting arena and Stadium are separate, which also seems possible. Zoo and Stadium were part of the same build path in civ5. Another possibility; Theme Park.
Commerce and Campus: Known and/or pretty straightforward, The commerce center likely follows the Market -> Bank -> Stock Exchange build path of previous games, despite being unconfirmed.
Theater district: We know about the Amphitheatre, we can guess about the Museum, as the building well, looks like a museum and is surrounding by a couple of sculptures. The real question is what does the Film Studio replace? Possibilities include The Opera House. I can't really think of something else for that.
Habor district: I imagine the last building will be associated with trade in some way, likely a customs house.
Finally we come to the three we know the least about; The Airport, The Spaceport, and the 12th District. We've seen the Airport after it's presumably just been constructed, and we've seen it filled with 3 buildings. It also has a color scheme so it's definitely a district. What those buildings are? Well one clearly looks like a hangar. The other two also look very Airport specific, so I'm under the assumption you upgrade your airports over time. For example, an Airport probably does not begin with the ability to Airlift units between cities. You'll probably need to construct a Terminal to gain that ability. Terminals probably increase tourism and/or trade as well. The 3rd building, I'm not sure. Perhaps a Visitors Center or something of the like.
The Spaceport is obviously for the spacerace victory. However, the e3 video shows that the district seems to keep with the theme of 3 "builds" - We see 3 different rockets constructed in the spaceport before the final victory is shown. So my guess is that we need to Launch three separate rockets that establish the different milestones of discovering space, such as launching a satellite, building a space station, then finally launching the colony ship? Or any combination of Space flight achievements.
Now, the Mysterious District. It's entirely possible this is just a Park. Gardens have been a building before, and I could see a park district being a thing. However, in the event National Parks aren't the (or part of) 12 district, then I'm compelled to consult my list of buildings that find a place throughout the civ franchise.
The obvious building that sticks out like a sore thumb; The Courthouse. This building has been in every Civilization game and it's the only one of the other 11 buildings that have been in all civ games that is is nowhere to be seen in civ6. If included, however, it could be part of the city center; taking up the spot of the palace in non-capital cities.
However, looking at the list, the Police Station appears in half the games. There is also a Jail in one game, and a Constabulary in another. Perhaps there could be an entire District that houses the Courthouse -> Jail or Prison -> Constabulary or Police Station or some combination thereof. Others have wondered if there would be an Espionage district and while I'm not necessarily sure there would be, it's interesting to note that all of the above buildings have had some sort of espionage function in past games.
I'd also be willing to bet that there's at least one more defensive upgrade to city centers after a castle. Be it a Military base, Bunker/bomb shelter, or Arsenal. The walls ->Castle->Arsenal->Military Base was a build path in civ5 and we have yet to see any modern defense structures in civ6. I think Walls -> Castle -> Bunker would make the most sense, and would be in keeping with the rule of three.
Also, In case anyone was curious, Math tells us there should be somewhere around 60 buildings if you include the construction of the district itself in the build order as an actual building. If you don't, well then it's about 48 buildings. So the building count is in keeping with the last two installments in case anyone was thinking it looks light this time around. Again, that number does not include uniques.