Commercial Hub: Probably one of the last early game Districts that players will unlock, the Commercial Hub should be low on most players' priority lists.The Harbor is also a good source of Gold when it has adjacency bonuses, particularly with the extra Trade Routes that each one unlocks. Harbor: A fine choice in an archipelago or island-based game, the Harbor's early usefulness diminishes with the amount of naval exploration and combat that players expect to do. ![]() It's almost always better to get a Campus first instead, and unlock superior units faster. Encampment: Building an Encampment first is rarely a worthwhile endeavor, and should only be considered if players are already facing down aggressive neighbors.The Campus competes with the Holy Site for mountain-adjacent locations, but also comes with a powerful rainforest adjacency that should be utilized by players with jungle starts. Accelerating through the early Techs unlocks new buildings to enhance cities, and new units to stay ahead of the neighbors. Campus: The other District that players can reach after just two Techs, the Campus is a great early choice whether players will eventually aim for a Science victory or not.Unlike many Districts, it's perfectly acceptable for players to never build Holy Sites, though it can leave them vulnerable to another Civ's religions. Holy Site: One of the two Districts that players are likely to unlock first, the Holy Site should be the first pick for anyone planning to head for a religious victory, or using one of Civilization 6's Religious Civs.Again, this decision will depend heavily on the situation, as well as which technologies and civics have been researched: Once players have built their first few buildings and units in Civilization 6, the next move is considering which District to start with in the capital. ![]() The +2 Culture is certainly useful in a growing capital, but can often be substituted by local Luxury resources.
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