Districts
A district is a buildable entity composing the structure of a
settlement and giving housing spaces, working places and so on.
More informations can be found in the city page linked above.
This page serves as a listing for existing districts and for technical considerations about them.
Categories
Districts can be divided in categories, to better understand the different roles that they cover in a settlement urban differentiation.
Some districts types will share some similarities with others, some will be more generalist and less efficient, some more specific and optimized.
Camp
Camps are the basic districts that can be built and there is one specific camp type for each terrain type.
They cost no resources, only build time, but they're highly inefficient space-wise considering the low amount of housing and resource gathering and refining they provide.
All rounders, they are built in the early stages to save materials and allow initial settlement growth, but they're lately replaced by more efficient and expensive districts.
Unlike other district types, camps cannot be upgraded above tier 1, since they don't cost resources their upgrade would be also free.
Again unlike other district types, camps don't take damage each turn and they need no repair, so they can never collapse either.
When a tier 1 district gets enough structural damage, it reverts to a camp of the correspondent terrain.
Gathering
Gathering districts provide an amount of worker slots that can gather natural resources from the hex, depending on its terrain.
Each gathering district is built on a specific terrain type.
Each terrain type provides 3 of the 11 existing raw resources, one optimal, one less abundant and one scarce.
The worst resource is provided at 1x, the average one at 2x and the best one at 3x.
To be noted that normally upgrading a gathering district to higher tiers doesn't provide higher tiers resources, but only bigger yelds.
To improve raw resources gathered tier a settlement must first empower its own resource node, located underground, and then only a single resource will yeld higher tiers.
Housing
Housing districts provide place for people to live in, thus increasing the maximum population of the settlement.
These districts are space effecting, housing a lot of people compared to any other normal district.
They come in different types, depending on the resources used to build them, giving different population increases.
They can be built in any terrain but some terrains will give modifiers to the amount of population provided by the district.
Manifacture
Manifacture districts provide an amount of worker slots that can transform raw resources into refined ones.
These districts can be built on any terrain type, with no particular buff or nerf depending on where they are built.
Workers in a manifacture district can transfor resources of up to one tier higher than the district itself.
This means that upgrading a manifacture district will allow it to both work on more resources and on higher tier ones.
Manifacture districts also influence the quality of crafted items when characters buy them with resources.
Military - Barracks
Barracks can be built once per settlement, not by focus settlements, and give access to armies up to 10% of current population.
It's also important to note that army size will be a multiple of 100, since military units consist of 100 soldiers.
This is why villages don't benefit from barracks, having less than 1000 population they would have less than 100 army size.
Active armies are deducted from available population for work, but they still eat.
Military - Fortifications
Fortifications can be built once per terrain, not by focus settlements, and give more protection from incoming threat and enemy armies.
Fortifications get damaged when they absorb threat or get sieged and stuff like that, and can be repaired by using a percentage of building resources.
Repairs to fortifications value need workers too and costs more than normal maintenance.
Properties
Each district has some properties that define what they do inside the settlement.
Build Cost and Maintenance
Build cost is a list of resources and their amounts needed to build up the district.
Build cost can be altered by terrain type, since some resources can be actually recovered while building or maybe more needs to be spent on foundations.
Notably woods costs are reduced in forests by 25% and stone costs are reduced in mountains by 50%.
All resource costs are instead increased by 10% in deserts and swamps.
Maintenance is a list of resources needed to keep the district working smoothly and preventing structural damage.
Usually maintenance amounts to 1% the original cost and must be payed each turn.
Build Time and Slots
Build time is a measure of how much work must be done to build up the district and complete it.
Build slots is a meause of how many builders can work in a single turn on building a district.
Dividing building time by building slots results in the amount of turns needed to build the district, assuming that the maximum amount of workers possible are building it.
Build time can be altered by terrain type, since some terrains must be worked on before buildings can be built.
Hard terrains are deserts, forests and swamps, where building time is x2, since trees must be cleared or foundations must be laid.
Very hard terrains are mountains, where building time is x3, since rocks must be dug before building.
Housing
This value represents the amount of new living places created when the district is built.
The sum of all the housing values provided by all the districts in the settlement will determine the maximum population of the settlement itself.
Housing values provided by each district are modified by the terrain the district is built on.
Plains provide a +10% modifier to housing values, meaning that houses in this terrain type will hold more people than normal.
Deserts, mountains, swamps and tundras provide a -25% modifier to housing values, meaning that houses in these terrain types will hold less people than normal.
Fortification
This value represents the strenght of fortifications which can protect the settlement from threat, armies and sieges.
The sum of all the fortification values provided by all the district in the settlements will determine the maximum amount of fortification protecting the settlement.
While reparing the district for maintenance is standard, repairing lost fortification uses workers and costs proportionally like rebuilding.
For every 100 points of fortification to repair, 10 workers are needed, with 40 stone and 10 wood.
Fortification values provided by each district are modified by the terrain the district is built on.
Sea coast, lake coast and rivers provide +10% to fortification value.
Hills provide +25% to fortification value.
Mountains provide +50% to fortification value.
Deserts and swamps provide -10% to fortification value.
Workers
A district might provide worplace for a certain amount of different jobs, allowing the settlement to employ people to gather or refine resources.
Gathering will strongly depend on the specific terrain where the district is built.
Also gathering will have a multiplier attached to final yeld, to represent different availabilities of different resources in a terrain type.
Tech Data
Maintenance is per turn, but payment can be skipped while structural damage accumulates up to 10 times.
At 10 maintenance needed the district stops working entirely and keep getting damaged turn by turn.
At 20 maintenance needed the district reverts to the basic camp for the same terrain.
No matter the terrain, all basic camps will always be free and with no maintenance costs, just build time, since they are inefficient space-wise compared to specialized districts.
Cooks will try to cook with the highest amount of different raw foods.
Specialized gatherers have an amount of stars that acts as a multiplier for gathered resources, which is 5 at one star, 10 at two stars, 15 at three stars.
Specialized manifacturers will work on 10 of a specific resource at a time.
Generic manifacturers will be able to refine any resource (not food) but at a rate of 5.
Unemployed population can work as scavengers or refiners.
Scavengers will be able to gather fruit, wood, stone and any resource normally available to the hex, but at a rate of 1.
Scavengers will need to be distributed equally on available territories, so they can't all concentrate on a single material if there are not enough producing territories for that.
Refiners will be able to refine any resource (included food) but at a rate of 1.
Balancing and Brainstorming
When referring to build costs it's important to note that stone will be considered as having twice the build power compared to wood.
This means that the stone version of a district costing 1000 wood will cost only 500 stones.
When districts are made of a mix of wood and stones, they will be 2/3 wood and 1/3 stone, since stone has doubled value.
Camps
10 camps, one for each terrain type, each one providing 30 manifacturers and 20 gatherers.
Gatherers are 10 each on best and average resource for that terrain type, except a couple that replace the average with the worst (plains, rivers and tundras).
Manifacturers are 20 cooks and 10 for the other gathered resource, unless none of the gathered are food, in that case they're 10 each for cooks and the two gathered resources (deserts, mountains and tundras).
Housing is 100, modified by terrain type as standard.
Building time and slots are at 100, meaning 100 workers will build a camp in 1 turn unless terrain increases that time.
Building costs are zeroed, same for maintenance.
To be noted that the first camp in a newly claimed hexagon is fully built for free.
Gathering - Basic
30 basic gathering districts, three for each terrain type, representing the three gatherable resources at their correspondant levels.
So for each terrain type we'll have a gathering district providing 15 resources per worker, one providing 10 resources per worker and one providing 5 resources per worker.
These district are highly specialized, since they give only one type of working slot for that specific raw gatherable.
Gatherers are 100 and their yeld will depend on the specific multiplier stated above.
Building time and slots are at 200, meaning 200 workers will build a camp in 1 turn unless terrain increases that time.
Building costs are a total of 1200 (before terrain modifiers), all stones (600 in that case) for some terrains, all wood for others, and for mixed one they're split into 600 wood and 300 stone.
Housing
Three different basic housing districts, each buildable in every terrain but getting terrain modifiers of course.
The real difference is materials used and population provided, again modified by terrain.
Stone Housing cost 2500 stones and gives 500 max population increase.
Wood Housing cost 5000 wood and gives 500 max population increase.
Composite Housing cost 2500 stones and 5000 wood and gives 1000 max population increase, being more efficient space-wise.
All housing districts have 250 building slots, but building time is 1000 for Composite Housing and only 500 for the smaller two.
Manufacturing - Basic
10 basic manufacturing districts, one for each terrain type, giving access to refinement of relevant resources.
Manifacturers are 250, usually split by default to 50 for each produced resource in that terrain, plus 50 cooks, plus 50 generic manufacturers (less efficient) and the rest added among the high yeld resources produced.
Building slots are at 200 and build time is 600, meaning 200 workers will build a manifacturing district in 3 turns unless terrain increases that time.
Building costs are a total of 2400 (before terrain modifiers), all stones (1200 in that case) for some terrains, all wood for others, and for mixed one they're split into 1200 wood and 600 stone.
Focus Specialization
Refer to
city focus doc for a listing table.
These districts combine basic gathering and basic manifacture districts, plus a little of housing, making them really space efficient.
These districts will try to replace camps, basic gathering and basic manifacture but not basic housing since housing is less efficient here.
Max population added is 100 for each district, of course modified by terrain type.
Gatherers are 100 for each involved resource, other 100 for the main resource, but with lower yeld, when only two resources are involved.
Manifacturers are 250, following rules for basic manufacturing districts.
Building slots are at 250 and build time is 1000, meaning 250 workers will build a specialized district in 4 turns unless terrain increases that time.
Building costs are a total of 4800 (before terrain modifiers), all stones (2400 in that case) for some terrains, all wood for others, and for mixed one they're split into 2400 wood and 1200 stone.
Barracks
Nothing technical to mention, only one barracks district per settlement, it enables production of armies.
Building slots are at 500 and build time is 2500, meaning 500 workers will build barracks in 5 turns unless terrain increases that time.
Building costs are 2400 stone, 1200 wood and 600 metal.
Fortifications
Only one fortification district buildable per terrain, gives 1000 fortification to the settlement.
Building slots are at 250 and build time is 2500, meaning 250 workers will build fortifications in 10 turns unless terrain increases that time.
Building costs are 4800 stone and 1200 wood.