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Industrial Zone
Description
A district in your city for industrial activity.
Historical Context
An industrial zone (sometimes euphemistically termed an industrial “park”) is where the “heavyweight” manufacturing and shipping takes place in modern civilization. Long before the Industrial Revolution, it was common to locate the most noisy, odoriferous, and dangerous workshops – the tanners, smelters, slaughterhouses, etc. – outside the city walls. No one wanted to live near those. Inevitably, heavy transport evolved to carry raw materials in and finished products out of these districts; today industrial zones are nexus for highways, railroads, airports, and seaports. The infrastructure grew with the zones: warehouses, power plants, water towers, pipelines, and communications networks. And the industrial zones kept growing as industry grew; Upgrader Alley outside Edmonton, for instance, covers 318 square kilometers (some 123 square miles).
PortraitSquare
ICON_DISTRICT_INDUSTRIAL_ZONE

Traits

Replaced By
+1 Great Engineer point per turn.
Appeal to Adjacent Tiles: -1
Adjacency Bonus
+1 Production from each adjacent Quarry tile.
+1 Production from every 2 adjacent district tiles.
+1 Production from each adjacent Government Plaza tile.
+1 Production from every 2 adjacent Mine tiles.
+1 Production from every 2 adjacent Lumber Mill tiles.
+2 Production from each adjacent Aqueduct tile.
+2 Production from each adjacent Bath tile.
+2 Production from each adjacent Canal tile.
+2 Production from each adjacent Dam tile.
+1 Production from each adjacent Strategic Resource tile.
+1 Production from each adjacent matching resource class tile.
Citizen Yields (per citizen)
+2 Production
Trade Yields
Domestic Destination
+1 Production
International Destination
+1 Production

Requirements

Technology
Production Cost
Base Cost: 54 Production
Maintenance Cost
Base Cost: 1 Gold
PortraitSquare
ICON_DISTRICT_INDUSTRIAL_ZONE
Description
A district in your city for industrial activity.
Historical Context
An industrial zone (sometimes euphemistically termed an industrial “park”) is where the “heavyweight” manufacturing and shipping takes place in modern civilization. Long before the Industrial Revolution, it was common to locate the most noisy, odoriferous, and dangerous workshops – the tanners, smelters, slaughterhouses, etc. – outside the city walls. No one wanted to live near those. Inevitably, heavy transport evolved to carry raw materials in and finished products out of these districts; today industrial zones are nexus for highways, railroads, airports, and seaports. The infrastructure grew with the zones: warehouses, power plants, water towers, pipelines, and communications networks. And the industrial zones kept growing as industry grew; Upgrader Alley outside Edmonton, for instance, covers 318 square kilometers (some 123 square miles).

Traits

Replaced By
+1 Great Engineer point per turn.
Appeal to Adjacent Tiles: -1
Adjacency Bonus
+1 Production from each adjacent Quarry tile.
+1 Production from every 2 adjacent district tiles.
+1 Production from each adjacent Government Plaza tile.
+1 Production from every 2 adjacent Mine tiles.
+1 Production from every 2 adjacent Lumber Mill tiles.
+2 Production from each adjacent Aqueduct tile.
+2 Production from each adjacent Bath tile.
+2 Production from each adjacent Canal tile.
+2 Production from each adjacent Dam tile.
+1 Production from each adjacent Strategic Resource tile.
+1 Production from each adjacent matching resource class tile.
Citizen Yields (per citizen)
+2 Production
Trade Yields
Domestic Destination
+1 Production
International Destination
+1 Production

Requirements

Technology
Production Cost
Base Cost: 54 Production
Maintenance Cost
Base Cost: 1 Gold
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