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Harbor
Description
A district for naval activity in your city. Also removes the Movement penalty for embarking and disembarking to and from this tile. Must be built on Coast or Lake Terrain adjacent to land. Cannot be built on Reef.
Historical Context
Safe haven, shelter from storms, place to rest and refit, harbor. As soon as men went sailing, the need for harbors became evident. Early civilizations sought out natural harbors, and history has been often defined by where these maritime settlements sat. In time, breakwaters, jetties, seawalls, lighthouses, and drydocks were added, and the seabed was dredged if necessary to keep the harbor open. The harbors were the centers of trade and naval war, the launch point for exploration and end point for immigration. As technology developed, “artificial” harbors could now be built to handle modern merchant ships – such as Long Beach Harbor, created from salt marshes and tidal flats – using concrete, steel, dredge barges, and pumping stations.
PortraitSquare
ICON_DISTRICT_HARBOR

Traits

Replaced By
+1 Great Admiral point per turn.
Adjacency Bonus
+1 Gold from every 2 adjacent district tiles.
+1 Gold from each adjacent coastal resource tile.
+2 Gold from each adjacent City Center tile.
+1 Gold from each adjacent Government Plaza tile.
+1 Gold from each adjacent matching resource class tile.
Citizen Yields (per citizen)
+2 Gold
+1 Food
Trade Yields
Domestic Destination
+1 Production
International Destination
+3 Gold

Requirements

Technology
Placement
Must be placed on Coast, adjacent to land
Production Cost
Base Cost: 54 Production

Usage

Unlocks Buildings
PortraitSquare
ICON_DISTRICT_HARBOR
Description
A district for naval activity in your city. Also removes the Movement penalty for embarking and disembarking to and from this tile. Must be built on Coast or Lake Terrain adjacent to land. Cannot be built on Reef.
Historical Context
Safe haven, shelter from storms, place to rest and refit, harbor. As soon as men went sailing, the need for harbors became evident. Early civilizations sought out natural harbors, and history has been often defined by where these maritime settlements sat. In time, breakwaters, jetties, seawalls, lighthouses, and drydocks were added, and the seabed was dredged if necessary to keep the harbor open. The harbors were the centers of trade and naval war, the launch point for exploration and end point for immigration. As technology developed, “artificial” harbors could now be built to handle modern merchant ships – such as Long Beach Harbor, created from salt marshes and tidal flats – using concrete, steel, dredge barges, and pumping stations.

Traits

Replaced By
+1 Great Admiral point per turn.
Adjacency Bonus
+1 Gold from every 2 adjacent district tiles.
+1 Gold from each adjacent coastal resource tile.
+2 Gold from each adjacent City Center tile.
+1 Gold from each adjacent Government Plaza tile.
+1 Gold from each adjacent matching resource class tile.
Citizen Yields (per citizen)
+2 Gold
+1 Food
Trade Yields
Domestic Destination
+1 Production
International Destination
+3 Gold

Requirements

Technology
Placement
Must be placed on Coast, adjacent to land
Production Cost
Base Cost: 54 Production

Usage

Unlocks Buildings
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