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Farm
All factions
Food
Era 1
Tier 1 yields: Food +3; Food +1 (on matching terrain).
Tier 1: Farm → Advanced Farm → Grand Farm.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Fencing (Era 1).
Strategy notes
- The +1 terrain bonus applies on matching terrain, so a well-placed Farm makes 4 Food, not 3. Foundations keep the land tile's yields, and your district keeps the foundation's, so the tile you pick matters twice.
- Last Lords don't eat food. They run on Dust, so Farms are nearly dead weight in their cities. Spend those foundations on Dust districts instead. Last Lords
- Sandshapers can't harvest Food from anything but Sand tiles, and Sand doesn't occur naturally. Terraform first, then farm, or lean on the Oasis. Sandshapers
Works
All factions
Industry
Era 1
Tier 1 yields: Industry +3; Industry +1 (on matching terrain).
Tier 1: Works → Advanced Works → Grand Works.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Workshop (Era 1).
Strategy notes
- Workshop is an Era 1 tech, so this is one of the earliest districts you can build. Industry turns plans into buildings, so an early Works compounds all game.
Merchant's House
All factions
Dust
Era 1
Tier 1 yields: Dust +6; Dust +1 (on matching terrain).
Tier 1: Merchant's House → Advanced Merchant's House → Grand Merchant's House.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Currency (Era 1).
Strategy notes
- Currency is an Era 1 tech, making this your earliest Dust income. Every faction spends Dust; the sooner it flows, the sooner your plans stop waiting on it.
- This is the Last Lords' lifeline. They don't eat, they spend Dust to wake more slumbering lords and grow. Dust districts first, everything else second. Last Lords
Laboratory
All factions
Science
Era 1
Tier 1 yields: Science +4; Science +1 (on matching terrain).
Tier 1: Laboratory → Advanced Laboratory → Grand Laboratory.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Scientific Charter (Era 1).
Strategy notes
- Scientific Charter is an Era 1 tech: the earliest Science district in the game. Science wins the tech race, and the tech race gates every other district on this page.
- Tahuks weaponize Science. Build Laboratories to feed Holy Oculum Actions: divert research to charge abilities like upgrading Observatories or turning a whole region to glass. Tahuks
Forum
All factions
Influence
Era 2
Tier 1 yields: Influence +4.
Tier 1: Forum → Advanced Forum → Grand Forum.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Voice of the Masses (Era 2).
Strategy notes
- The only common district gated behind Era 2 (Voice of the Masses). Influence pays for foundations, so Forum output is expansion fuel. No Influence, no new districts.
- The Kin feel approval swings harder than anyone. Keep Forums and approval sources paired so Religious Favor stays a bonus, not a penalty. Kin of Sheredyn
Keep
All factions
Military
Era 1
Tier 1 yields: Unit XP +150 (on unit creation); Fortification +200.
Tier 1: Keep → Advanced Keep → Grand Keep.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
The only district with an extra foundation rule in the game data. If you cannot place foundations near a planned Keep, this gate is the likely reason.
Unlocked by Stonework (Era 1).
Strategy notes
- +150 XP on every unit built here adds up fast. A city with a Keep doesn't just defend itself, it graduates veterans.
- A defensive faction's best friend. Fortification plus veteran troops is exactly how the Kin like to fight: from ground they hold. Kin of Sheredyn
Grand Keep - Offensive
All factions
Military
No tech
Tier 1 yields: Approval +6; Unit XP +150 (on unit creation); Fortification +200; Vision +1; Range +3; Damage +30.
Tier 1: Grand Keep - Offensive → Grand Keep - Offensive → Grand Keep - Offensive.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
An offensive Keep variant found in the game data with its own yield set.
No technology needed.
Strategy notes
- An offensive Keep variant with no tech gate: Approval +6, Vision +1, Range +3, Damage +30 on top of the Keep's fortification and unit XP. A forward fortress that shoots back.
Communal Habitations
All factions
Population
No tech
Tier 1 yields: Housing houses population.
Tier 1: Communal Habitations → Advanced Habitations → Grand Habitations.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Strategy notes
- No tech needed, so this is your housing from the start. A city that can't house its growth can't grow. Build it before you need it.
- Severed Claws' Habitations work differently: no population slots, but faster growth, and that population then adds slots and cuts district costs. Rebuild pacified villages to feed the engine. Severed Claws
Trading Post
All factions
Dust
Era 2
Tier 1 yields: Dust +6; Stockpile +25 on 22 resources (strategic resource stockpile cap).
Tier 1: Trading Post → Advanced Trading Post → Grand Trading Post.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Also raises the stockpile cap on 20 strategic resources.
Unlocked by Markets (Era 2).
Strategy notes
- Markets is an Era 2 tech. Dust +6 plus +25 stockpile cap on strategic resources: the cap raise matters once you're stockpiling for big projects.
Altar
All factions
Special
Era 3 Era 3
Tier 1 yields: Approval +1; Food +1; Industry +1; Influence +1; Dust +1; Science +1.
Tier 1: Altar → Advanced Altar → Grand Altar.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Must be built on an anomaly tile.
Unlocked by Geology (Era 3), Matriarch's Orison (Era 3).
Strategy notes
- Geology is an Era 3 tech, and it must sit on an anomaly tile. Anomalies are rare, so when you find one, the Altar turns it into a little bit of everything: +1 across six yields.
Bridge
All factions
Special
Era 1
Tier 1 yields: No flat yield in game data.
Tier 1: Bridge → Advanced Bridge → Grand Bridge.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Bridge variants need a river tile.
Unlocked by Keystones (Era 1).
Strategy notes
- Needs a river tile and shows no flat yield in the data. Build it for the crossing and its exploitation improvement slots, not for income.
Monument to the Lost
All factions
Special
No tech
Tier 1 yields: No flat yield in game data.
Tier 1: Monument to the Lost.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Tied to a victory condition. No yields in the game data.
No technology needed.
Strategy notes
- Tied to a victory condition: no yields, no tech. Build it when you're chasing that win, not before.
City Hall
All factions
City center
No tech
Tier 1 yields: No flat yield in game data.
Tier 1: City Hall → Advanced City Hall → Grand City Hall. (A Tier 4 row exists in the data but is unfinished and unwired.)
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Your first district in every city. A Tier 4 row exists in the data but is unfinished (literally named [TBD]) and not wired up, so the planner stops at Tier 3.
No technology needed.
Strategy notes
- Your first district in every city. No tech, no yields in the data. Foundations must sit next to it or another district, so your opening layout decides the city's whole shape.
Matriarch's Lair (City Hall)
Necrophage
City center
No tech
Tier 1 yields: No flat yield in game data.
Tier 1: Matriarch's Lair (City Hall) → Advanced Matriarch's Lair (City Hall) → Grand Matriarch's Lair (City Hall). (A Tier 4 row exists in the data but is unfinished and unwired.)
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
The Necrophage city center. Levels up with a single adjacent district, like all Necrophage districts.
No technology needed.
Strategy notes
- Your city center levels with a single adjacent district too. Keep building outward and even the capital's core keeps upgrading. Necrophage
Ministry
All factions
City center
No tech
Tier 1 yields: Fortification +250; Dust +4.
Tier 1: Ministry → Advanced Ministry → Grand Ministry.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Created by attaching a camp to an existing city instead of founding a new one. Funnels another region's resources into the city.
No technology needed.
Strategy notes
- Born when you attach a camp to an existing city instead of founding a new one. Dust +4, Fortification +250, and it funnels another region's resources into the city: a second economic heart.
Foundation
All factions
Special
No tech
Tier 0 yields: No flat yield in game data.
Tier 0: Foundation.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Not a district itself: the base layer every district is built on. Costs Influence, builds instantly, keeps the land tile's yields.
No technology needed.
Strategy notes
- Not a district at all: the base layer. Costs Influence, builds instantly, keeps the land tile's yields, and your district keeps them in turn. Pick foundation tiles for their land, not just their position.
Haven
All factions
Special
No tech
Tier 1 yields: Approval +3.
Tier 1: Haven.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Strategy notes
- Approval +3 with no tech. A hero den that smooths early approval while your city finds its feet.
Shanty
All factions
Special
No tech
Tier 1 yields: Housing houses population.
Tier 1: Shanty.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Farm
Aspects
Food
Era 1
Tier 1 yields: No flat yield in game data.
Tier 1: Farm → Advanced Farm → Grand Farm.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
The Aspects' own district line. No flat yields are recorded for it in the game data.
Unlocked by Fencing (Era 1).
Strategy notes
- The Aspects' own line shows no flat Tier-1 yield in the game data, so don't plan your economy around it. Their power is the coral network, not these districts. Aspects
Works
Aspects
Industry
Era 1
Tier 1 yields: No flat yield in game data.
Tier 1: Works → Advanced Works → Grand Works.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
The Aspects' own district line. No flat yields are recorded for it in the game data.
Unlocked by Workshop (Era 1).
Strategy notes
- The Aspects' own line shows no flat Tier-1 yield in the game data, so don't plan your economy around it. Their power is the coral network, not these districts. Aspects
Laboratory
Aspects
Science
No tech
Tier 1 yields: No flat yield in game data.
Tier 1: Laboratory → Advanced Laboratory → Grand Laboratory.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
The Aspects' own district line. No flat yields are recorded for it in the game data.
No technology needed.
Strategy notes
- The Aspects' own line shows no flat Tier-1 yield in the game data, so don't plan your economy around it. Their power is the coral network, not these districts. Aspects
Farm
Necrophage
Food
Era 1
Tier 1 yields: Food +3; Food +1 (on matching terrain).
Tier 1: Farm → Advanced Farm → Grand Farm.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Fencing (Era 1).
Strategy notes
- Same yields as the common Farm, but one neighbor levels it. Scatter Farms wide instead of packing them tight. Necrophage
Works
Necrophage
Industry
Era 1
Tier 1 yields: Industry +3; Industry +1 (on matching terrain).
Tier 1: Works → Advanced Works → Grand Works.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Workshop (Era 1).
Strategy notes
- Same +3 Industry as the common Works. The Necrophage edge isn't the yield, it's the leveling: one neighbor and it's done. Necrophage
Merchant's House
Necrophage
Dust
Era 1
Tier 1 yields: Dust +6; Dust +1 (on matching terrain).
Tier 1: Merchant's House → Advanced Merchant's House → Grand Merchant's House.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Currency (Era 1).
Strategy notes
- Dust +6 from Era 1, leveled with a single neighbor. Cheap to slot into every young hive city. Necrophage
Laboratory
Necrophage
Science
Era 2
Tier 1 yields: Science +4; Science +1 (on matching terrain).
Tier 1: Laboratory → Advanced Laboratory → Grand Laboratory.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Scientific Charter (Era 2).
Strategy notes
- Gated a full era later than the common Laboratory (Era 2, not Era 1). Feedhole food first, science second: that's the hive's order of operations. Necrophage
Forum
Necrophage
Influence
Era 2
Tier 1 yields: Influence +4.
Tier 1: Forum → Advanced Forum → Grand Forum.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Voice of the Masses (Era 2).
Strategy notes
- Influence +4 like the common Forum. Influence buys foundations, and the hive expands fast, so keep one in young cities. Necrophage
Communal Habitations
Necrophage
Population
No tech
Tier 1 yields: Housing houses population.
Tier 1: Communal Habitations → Advanced Habitations → Grand Habitations.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Strategy notes
- Housing with no tech, leveled by one neighbor. Hive cities fill up fast, so plan housing before the growth wave hits. Necrophage
Trading Post
Necrophage
Dust
Era 2
Tier 1 yields: Dust +6; Stockpile +25 on 22 resources (strategic resource stockpile cap).
Tier 1: Trading Post → Advanced Trading Post → Grand Trading Post.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Also raises the stockpile cap on 20 strategic resources.
Unlocked by Markets (Era 2).
Strategy notes
- Same Dust and stockpile cap as the common Trading Post. One-neighbor leveling makes it nearly free to slot in anywhere. Necrophage
Bridge
Necrophage
Special
Era 1
Tier 1 yields: No flat yield in game data.
Tier 1: Bridge → Advanced Bridge → Grand Bridge.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Bridge variants need a river tile.
Unlocked by Keystones (Era 1).
Strategy notes
- Needs a river tile like the common Bridge. No flat yield in the data: build it for the crossing, not the income. Necrophage
Feedhole
Necrophage
Special
Era 1
Tier 1 yields: Food +5; Tile yields x3 (tile-yield strip).
Tier 1: Feedhole → Advanced Feedhole → Grand Feedhole.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Levels up with a single adjacent district (Matriarch's Eye), instead of the usual 4 then 6.
Unlocked by Corrosive Saliva (Era 1).
Strategy notes
- Corrosive Saliva is an Era 1 tech: research it first. The Feedhole is your earliest food engine at Food +5 with tripled tile yields. Necrophage
- It levels up with a single neighboring district. Feedholes are why Necrophage cities explode early while everyone else is still clustering for Tier 2. Necrophage
Matriarch's Tail
Necrophage
Special
Era 2
Tier 1 yields: Range +3; Damage +30; Unit XP +150 (on unit creation); Fortification +200; Vision +1.
Tier 1: Matriarch's Tail → Advanced Matriarch's Tail → Grand Matriarch's Tail.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Levels up with a single adjacent district (Matriarch's Eye), instead of the usual 4 then 6.
Unlocked by Stonework (Era 2).
Strategy notes
- A military district that levels with one neighbor. Your forward cities can field veteran troops almost as soon as they're founded. Necrophage
Matriarch's Eye
Necrophage
Special
No tech
Tier 1 yields: Influence +10.
Tier 1: Matriarch's Eye → Advanced Matriarch's Eye → Grand Matriarch's Eye.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Levels up with a single adjacent district (Matriarch's Eye), instead of the usual 4 then 6.
No technology needed.
Strategy notes
- Influence +10 with no tech gate, and it grants the instant level-up: every Necrophage district beside it levels with one neighbor instead of 4 then 6. Build it early and cluster around it. Necrophage
- Don't skip this. The whole Necrophage district game is fast leveling, and the Eye is what makes it happen.
Ravenous Recycler
Severed Claws
Special
No tech
Tier 1 yields: Food +6.
Tier 1: Ravenous Recycler → Advanced Ravenous Recycler → Grand Ravenous Recycler.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Strategy notes
- Food +6 with no tech needed: the strongest flat Food district in the data. But there's no queen and no Matriarch's Eye, so Severed Claws districts level the slow way, 4 neighbors then 6. Severed Claws
False Eye
Severed Claws
Special
No tech
Tier 1 yields: Fortification +500; Influence +20; Vision +2.
Tier 1: False Eye → Advanced False Eye → Grand False Eye.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Strategy notes
- Fortification +500, Influence +20, Vision +2, no tech gate. Put one in border cities: a fortress that sees everything coming. Severed Claws
Oasis
Sandshapers
Food
No tech
Tier 1 yields: Food +3; Food +2 (on matching terrain).
Tier 1: Oasis → Advanced Oasis → Oasis (Tier 3).
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Strategy notes
- Food +3 (+2 on matching terrain) with no tech needed. Since you can't harvest Food from non-Sand tiles, the Oasis is your lifeline. Terraform Sand first, then settle. Sandshapers
Sand Fabrik
Sandshapers
Industry
Era 1
Tier 1 yields: Industry +3; Industry +1 (on matching terrain); Industry +2 (on matching terrain).
Tier 1: Sand Fabrik → Advanced Sand Fabrik → Sand Fabrik (Tier 3).
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Workshop (Era 1).
Strategy notes
- Industry +3 with +1 and +2 terrain bonuses: on the right Sand tile this is the strongest Tier-1 Industry district in the game. Terraforming isn't flavor for Sandshapers, it's the economy. Sandshapers
Alramshakal's Altar
Sandshapers
Special
No tech
Tier 1 yields: Dust +100; Unit upkeep -50% (unit upkeep reduction).
Tier 1: Alramshakal's Altar → Advanced Alramshakal's Altar → Grand Alramshakal's Altar.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
A Sandshaper wonder. The Dust and upkeep numbers are flat values from the game data.
No technology needed.
Strategy notes
- Dust +100 and halved unit upkeep, no tech gate. Terraforming the world before you can eat is expensive. This wonder pays for the project. Sandshapers
Soul Repository
Last Lords
Special
Era 1
Tier 1 yields: Approval +5.
Tier 1: Soul Repository → Soul Repository → Soul Repository.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
Unlocked by Feudalism (Era 1).
Strategy notes
- Feudalism is an Era 1 tech: Approval +5 from the start. The Last Lords are weak early, so cheap stability while you wake more lords matters. Last Lords
Lord's Estate
Last Lords
Special
No tech
Tier 1 yields: No flat yield in game data.
Tier 1: Lord's Estate.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Divined Monument
Kin of Sheredyn
Special
No tech
Tier 1 yields: Influence +8.
Tier 1: Divined Monument → Advanced Divined Monument → Grand Divined Monument.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
No technology needed.
Strategy notes
- Influence +8, no tech. Influence buys foundations, and foundations are how the Kin develop the land they hold instead of sprawling outward. Kin of Sheredyn
Holy Oculum
Tahuks
Special
No tech
Tier 0 yields: Science +8.
Tier 0: Holy Oculum → Sacred Oculum → Divine Oculum.
Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.
The Tahuks' holy district starts at Tier 0 and levels through Sacred Oculum to Divine Oculum.
No technology needed.
Strategy notes
- Science +8 with no tech needed, double a Laboratory's output. It also unlocks Holy Oculum Actions: divert some of that science to charge abilities like upgrading Observatories or turning a region to glass. Tahuks