6 district kinds · happiness drift · border adjacency
The neighborhoods that decide what your region does next.
Industrial, civic, sacred, military, frontier — each kind reacts to your buildings, factions, and patrons. Swap them at 50 gems if the meta turns.
Districts are sub-zones of a region. Each region carves into a handful of plots, and you decide which district kind each plot belongs to. The choice gates which buildings fit there, how happiness drifts over time, and which patron favors that ground. Districts can be swapped for 50 gems if the meta turns — see the "District swap" valve in the city UI.
Industrial
Smelters, foundries, refineries.
- Building fits
- Gold Mine, Lumber Mill, Quarry, Iron Forge, Refinery — anything that takes raw input and produces output.
- Happiness drift
- Reactive to noise + soot. Drifts down when stacked next to civic; up when adjacent to frontier.
- Patron affinity
- Conclave. The forge made devotion.
- Border adjacency
- +5% production within range when bordering Industrial in another region.
Civic
Markets, plazas, town halls.
- Building fits
- Marketplace, Tavern, Town Hall, Census Office, Customs House.
- Happiness drift
- Loves crowds. Drifts up when adjacent to residential, military, sacred. Down when smothered by industrial.
- Patron affinity
- Riders. Where the roads gather.
- Border adjacency
- +5% loyalty drift cap from neighboring regions' civic districts.
Sacred
Shrines, temples, monasteries.
- Building fits
- Patron Shrine, Reliquary, Library, Scriptorium, Apothecary.
- Happiness drift
- Quiet. Drifts up next to civic and military; down next to industrial.
- Patron affinity
- Seers. Omens read in the ash.
- Border adjacency
- +5% catechism progress when adjacent to sacred districts in patron-aligned regions.
Military
Garrisons, training grounds, walls.
- Building fits
- Barracks, Armory, Watchtower, Training Yard, Wall.
- Happiness drift
- Disciplined. Drifts up next to sacred and frontier; down next to civic.
- Patron affinity
- Wardens. The watch kept.
- Border adjacency
- Reduced ambush rate on dispatches crossing border-adjacent military districts.
Frontier
Outposts, hunting lodges, ranger stations.
- Building fits
- Outpost, Hunting Lodge, Tannery, Ranger Station, Trapper's Cabin.
- Happiness drift
- Rough. Drifts up next to industrial and military; down next to civic.
- Patron affinity
- Coven. The wild that watches back.
- Border adjacency
- +5% gather rate from neighboring regions' frontier districts.
Residential
Houses, inns, family compounds.
- Building fits
- Houses, Inn, Family Compound, Bath House, Garden.
- Happiness drift
- Quiet. The default. Drifts toward neutral.
- Patron affinity
- Universal — no patron tilt.
- Border adjacency
- Neutral. Required for population growth.
Maritime
Harbors, sea forges, tidal sanctums.
- Building fits
- Tidefall Beacon, Saltglass Forge, Drowned Sanctum, Stormbreak Fortress, Reef Harvester.
- Happiness drift
- Steady. Anchored by the Tidefall Beacon; drifts up around its coastal landmarks.
- Patron affinity
- Tide Mother. The deep that keeps the shore.
- Border adjacency
- The Sundered Coast / Far Reaches kind — coastal regions only.
District swap costs 50 gems. Achievements: Industrial Magnate · Borough Lord · Civic Pillar · Sanctified · Garrison Master · Frontier Pioneer.
