District

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.

## Overview

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, an Harbor, 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, an Harbor, 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.

Beside the direct yield output, Districts can also provide Specialist Slots (, ,  and ) for additional yields via Population.

* 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.

Most of the generic Districts can be built in any City in any numbers at any time after unlocking them. Other ones are limited by resource deposits, or can be only built once per Territory.

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

**Generic Districts**

50Industry + (20 \* (D-1)1.16)+(D/2+W-1)2.025

**Emblematic Districts, Commons**

80Industry + (20 \* (D-1)1.15)+(0.85\*(D-1))2.025

**Harbor, Haven, Hamlet**

70Industry + (30 \* (D-1)1.16)+(0.85\*(D-1))2.05
**Nature Reserve**

30Industry + (10 \* (D-1)1.16)+(0.85\*(D-1))2
**Garrison, Train Station, Aerodrome, Airport, Missile Silo**

50Industry + (20 \* (D-1)1.16)+(0.85\*(D-1))2.025

## Generic Districts

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 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

**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.

### Ancient Era

**Astronomy House****Babylonians**
**Awari****Hittites**
**Canal Network****Harappans**
**Ceremonial Plaza****Caralans**DLC
**Confucian School****Zhou**
**Cyclopean Fortress****Mycenaeans**
**Dunnu****Assyrians**
**Eduba****Sumerians**DLC
**Egyptian Pyramid****Egyptians**
**Fish Traps****Pama-Nyungan**DLC
**Haven****Phoenicians**
**Meroe Pyramids****Nubians**
**Mupíà Fields****Bantu**DLC
**Olmec Head****Olmecs**
### Classical Era

**Amphitheatron****Greeks**
**Cothon****Carthaginians**
**Foggara****Garamantes**DLC
**Great Obelisk****Aksumites**
**K'uh Nah****Maya**
**Marae****Polynesians**DLC
**Nazca Lines****Nazca**DLC
**Nemeton****Celts**
**Ordu****Huns**
**Paper Mill****Han**DLC
**Satrap Palace****Achaemenid Persians**
**Stūpa****Mauryans**
**Triumphal Arch****Romans**
**Tumulus****Goths**
### Medieval Era

**Bandari****Swahili**DLC
**Baray****Khmer**
**Batey****Taíno**DLC
**Grand Mosque****Umayyads**
**Hippódromos****Byzantines**
**Kaiserdom****Teutons**
**Knyaz Library****Bulgarians**DLC
**Luxuries Market****Ghanaians**
**Moai****Rapa Nui**DLC
**Naust****Norsemen**
**Orda****Mongols**
**Sacrificial Altar****Aztecs**
**Sacred Mound****Mississippians**
**Scriptorium****Franks**
**Stronghold****English**
### Early Modern Era

**Barbican****Poles**
**Botteghe Di Artisti****Venetians**
**Catedral Gótica****Spanish**
**Enkang****Maasai**DLC
**Grand Teahouse****Ming**
**Jama Masjid****Mughals**
**Pā****Māori**DLC
**Seowon****Joseon**
**Sultan Camii****Ottomans**
**Tera****Edo Japanese**
**Terrace Farm****Inca**DLC
**Three Sisters Plantation****Haudenosaunee**
**V.O.C Warehouse****Dutch**
**Watchmakers Guild****Swiss**DLC
### Industrial Era

**Amba****Ethiopians**DLC
**Caravanserai****Persians**
**Coking Works****Germans**
**College****Scots**DLC
**Colonial Office****British**
**Exhibition Hall****French**
**Floating Market****Siamese**
**Hacienda****Mexicans**
**Loko Kuapā****Hawaiians**DLC
**Opernhaus****Austro-Hungarians**
**Saladero****Argentinians**DLC
**Sobor****Russians**
**Teatro****Italians**
**Warrior's Izindlu****Zulu**
### Contemporary Era

**Agronomy Lab****Brazilians**
**Archaeological Dig****Egyptians**
**Arms Factory****Soviets**
**Ashram****Indians**
**Defense Agency****Americans**
**Congress****Chinese**
**Empresa Farmacéutica****Cubans**DLC
**Oil Refinery****Nigerians**DLC
**Polar Base****New Zealanders**DLC
**Public School****Turks**
**Research Institute****Swedes**
**Robotics Lab****Japanese**
**Sailing Club****New Zealanders**DLC
**Strip Mining Complex****Australians**
## Shared Projects

*See also:* Shared Project

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).

### Holy Sites

*Main article:* Holy Site

Holy Sites are special **Religious Districts** that act as the main producer of **Faith**. Unlike other Districts, the number of Holy Sites are decided by religious tenets.

**Golden Pagoda****Buddhism**
**Monumental Cross****Christianity**
**Grand Gopuram****Hinduism**
**Dome of the Merciful****Islam**
**Great Temple****Judaism**
**Obelisk of the Gods****Polytheism**
**Stone Rings****Shamanism**
**Great Torii****Shintoism**
**Cloud Shrine****Taoism**
**Grand Fire Temple****Zoroastrianism**