The Buildings of Civilization - Dissecting Districts

King Jason

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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.

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.


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.
 
Nice job!

I hope they have at least 4 buildings to choose from for the 3 building spots in a district so you always have to prioritize.

That would mean something like 4 * 12 = 48 plus some extra for city center and 18 uniques so about 70 total. Plus wonders and maybe national wonders.
 
I hope they have at least 4 buildings to choose from for the 3 building spots in a district so you always have to prioritize.

That'd be really neat. I didn't quite catch that in relation to all of the districts. We know we can build a barracks or a stable, so that's 4 buildings for 3 slots... Perhaps The 3rd religious buildings function similarly. Perhaps the choice between a University Or an Observatory could exist, providing different bonuses.

Nice idea. I hope Barracks/stable aren't the only place we need to make a building choice for a district slot.
 
Great post :)

I like the idea of choosing from more than 3 buildings so you get sub-specialization too.
 
Another A+ topic. Y'all fanatics on a roll this weekend.

Anyway, re: buildings & districts... Encampment requires you to choose between a Barracks or a Stable. Could that either/or specialization be applied to other districts? Factories vs Recycling Centers in Industrial Zones? Mint vs Bank in Commercial Hubs? Aviation Museums vs International Terminals in Airports? I'd be interested in seeing a something like that. Encouraging granular/secondary specialization in specialty cities.

Edit: you know it'd make sense if Entertainment Districts could only contain a Museums or Opera House. Make you choose between Great works of Art or Writing. 3rd building could be the Broadcast Tower.
 
What about a district to store nuclear missiles? I suppose the Encampment could work for this, but it'd be nice to have dedicated 'missile silos'. Can't imagine what other buildings would be associated with them though.

On that note, I find it odd that the Aqueduct district is named after what should logically be one of the buildings in a growth-related district. I suppose it could be because they had to make fresh water matter for its building, which would be awkward if it were a building in another district. As it is now, though, it seems we're gonna have to stuff a Hospital down some pipes, so I'm not sure if it's much better. :crazyeye:
 
What about a district to store nuclear missiles? I suppose the Encampment could work for this, but it'd be nice to have dedicated 'missile silos'. Can't imagine what other buildings would be associated with them though.

Some sort of missile defense system or "bomb shelter", maybe. Or maybe nothing. Since it'd come up so late in the game, there isn't much reason to have multiple buildings in a district like that. Although the buildings could be "missile silo", "large missile silo", and "very large missile silo".
 
What about a district to store nuclear missiles? I suppose the Encampment could work for this, but it'd be nice to have dedicated 'missile silos'. Can't imagine what other buildings would be associated with them though.

I could see nuclear missile silos being the last district. Science has the spaceport, Culture has the Airport (well maybe), so Domination needs one too.

Edit: as far as buildings go, maybe one for range, one for storage, one for defense (like a blast door, not a bunker)?
 
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.

My guess is that the film studio replaces the Broadcast Tower.

That'd be really neat. I didn't quite catch that in relation to all of the districts. We know we can build a barracks or a stable, so that's 4 buildings for 3 slots... Perhaps The 3rd religious buildings function similarly. Perhaps the choice between a University Or an Observatory could exist, providing different bonuses.

Nice idea. I hope Barracks/stable aren't the only place we need to make a building choice for a district slot.

I think that each district will let you build 3 buildings without any extra requirement than the needed to get the district (so if you build one you would be at least able to fill it up with enough effort). So I think that any buildings with specific requirements, will have an alternative that doesn't need anything. Like the barracks / stables, where I presume stables may need something specific like horses. On that sense, some possibilities that come to mind: Observatory in place of another science building, mint/market, forge/workshop.
 
I believe the third building in the theater square would be the radio tower. My only reasoning for this is that it makes more sense for the film studio to replace a radio tower than an opera house. Radio and film were invented much closer to each other than opera and film were.

I also believe the mystery district will be the an espionage district, or more accurately a counter-espionage district. My only reasoning is that the constabulary --> police station chain is the only "building chain" from Civ 5 that is missing from Civ 6. In my mind, the counter-espionage district would receive a bonus from being adjacent to improvements that increase housing, such as neighborhoods, as well as a bonus from being adjacent to other districts. It makes sense to have the police station be near the places where the people of your empire live and work.
 
Pretty sure Civ2 had a granary. I remember the Pyramids gave you a granary in every city.
 
Pretty sure Civ2 had a granary. I remember the Pyramids gave you a granary in every city.

Fine Catch. I no longer have my civ2 or civ1 copies so I used Wiki for the lists. I thought it was really weird that Granary wasn't listed. But now that you mention it, I'm pretty sure that's exactly what The Pyramids did because I remember everyone being all bent out of shape when it lost that effect in civ4. So, Granaries have never missed a game either.

(Pyramids put a granary in every city in civ3 too)
 
I could see nuclear missile silos being the last district. Science has the spaceport, Culture has the Airport (well maybe), so Domination needs one too.

Edit: as far as buildings go, maybe one for range, one for storage, one for defense (like a blast door, not a bunker)?



Couldn't we just use the space port for both nuclear weapons and missiles? I mean they both launch giant rockets. We could just have different buildings for each use case.


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Awesome job! I tried to make a list of leaders and where they appeared and after a ton of work it was promptly merged into another thread. I hope yours remains standalone. Nice job.
 
RE: the 12 District, the main categories of buildings that appear to be missing right now are the Trade buildings, and the Spy ones.

However it is also possible that the 12th District has something to do with Diplomacy, especially Embassies, if Embassies actually have to go on the map now instead of just being something that shows up in conversations. I could see this being rolled up with Spy related stuff.
 
I could see nuclear missile silos being the last district. Science has the spaceport, Culture has the Airport (well maybe), so Domination needs one too.

Edit: as far as buildings go, maybe one for range, one for storage, one for defense (like a blast door, not a bunker)?

I'm glad to see other people making this suggestion since I made it awhile ago and no one seemed interested

That being said, knowing what we do about the districts system, I wonder if it makes more sense to just have it as a terrain improvement or as a building that can be built in the military district.
 
I'm glad to see other people making this suggestion since I made it awhile ago and no one seemed interested



That being said, knowing what we do about the districts system, I wonder if it makes more sense to just have it as a terrain improvement or as a building that can be built in the military district.



I'd rather it be a district as it limits the number of missile pads sites you can have rather than letting the player have one city with seven missile improvements.

Also if it makes you feel any better I read the thread before but didn't comment as the idea seemed good and I couldn't think of anything to improve it. Kinda wish we had an up vote button.


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I'm glad to see other people making this suggestion since I made it awhile ago and no one seemed interested

That being said, knowing what we do about the districts system, I wonder if it makes more sense to just have it as a terrain improvement or as a building that can be built in the military district.

Ah yes, Ideas and Suggestions, the wasteland where promising & thought provoking threads are moved to wither.
 
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