Disctrict scaling too punishing

toptech

Chieftain
Joined
Oct 25, 2016
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28
Right now, I'm playing an Aztec game. Prince, Standard, Small size, continents. About turn 75, classical era. I have two cities, one with a commerce hub and the other I want to build a campus (a nice 3 mountain surrounded tile is present). My problem is that it will take 21 turns to build this campus. 162 production to be precise, even though it's my first district of tis type overall and the second in my empire. Just for reference, early wonders cost about 180 production.

Now my problem isn't with the idea of district scaling in general, but I think they hit you way too hard too fast. It shouldn't cost nearly the production of a wonder in order to build your second district.
 
I have not found district cost to be that problematic. 21 turns mean that you city have only 8 production or so which is rather low even for the early game.

It sound like your city have really low pop, unimproved tiles and maybe put into a production poor location. You could send a trade route from the city to the other which will give some production.
 
so is this with total number of tech/civic or era achieved? is it better to beeline techs?
 
It's a five pop city, with one quarry and an internal trade route for total of 7.6 production. I think that it's not terribly low for where I am at the game. I don't have any water sources and I'm waiting for an aqueduct to give it some housing, granted. Yet I still think that expecting the production of a wonder for a simple district is too much. I think that a compromise must be made so that districts aren't quite wonders, but yet still discourage city spam. I'm also in the camp that believes that district cost is tied to toal tech/civics, because I usually pursue techs that I have achieved Eurika bonuses first, then those that are cheapest. So I am in classical era but I do have a few techs that I don't "need".

Maybe from now on I will focus more on beelining
 
you know, I forgot about that, I was so caught up in the awesome warriors and such. but maybe, rushing districts should be a universal ability, and maybe give the Aztecs something else. cuz I still think district costs are prohibitive.
 
I think it's number of techs, not era based. But not 100% sure.

Oh, so that's why my spaceport and all my districts were so cheap in my Spain game, because I was hopelessly behind? That's weird. That mechanic seems to make no sense.
 
Oh, so that's why my spaceport and all my districts were so cheap in my Spain game, because I was hopelessly behind? That's weird. That mechanic seems to make no sense.
yes, I think they tried to avoid science being too good like in Civ 5, so they gave science a bunch of nerfs in all places of the game and even divided the tech tree in 2.
 
It seems wierd that they (the developers) would add am inhibitor to science growth when it is supposedly one of the legit ways to win the game.
 
Don't forget to use builders to remove forests, rainforests, and harvest any bonus resources before planting a district. Planting a district on those will make your build time much longer.
 
It looks like:
District Main Cost = RoundDown(60 * (1 + P * 9)),
P = RoundDown(100*MAX(TechNum/67, CivicNum/50))/100;
Where 60 - base cost (normal speed), 67 - number of techs in the tree, 50 - number of civics in the tree.
If you have fewer of a given district than the average player has, that district's cost is reduced by 25% for you.
Unic district always costs 50%.
 
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Also some Civs have discounts for several districts (Japan is for holy site, theater district)
 
It seems wierd that they (the developers) would add am inhibitor to science growth when it is supposedly one of the legit ways to win the game.

Maybe they couldn't get the AI to go science heavy successfully? In Civ V basically once I hit the renaissance I would LEAP AHEAD of all other civs even if I was only 1-2 ahead of them (playing as Korea even). So I could be in medieval era 1-2 ahead but by the time I hit industrial I'm 8+ techs ahead of them. Allowing low district cost could let the AI catch up better in this regard, or at least discourage science-heavy strats from being terribly overpowering.
 
In early game, use your builders to chop forests/rainforests actively to complete districts. Its even better to remove forest instead of improving quarry/building mine, as you get so much production immediately.

Yesterday played as England on maximum speed, prioritized chopping and rushing districts. As result, had 18-19 trade routes (commertial + harbor districts), 2 ancampements, 2 campuses and 3-4 production zones. At turn 63. 10 cities found + 1 Russian Capital :) Never used cheat with selling units for gold.

First chopping targets: Jungles with (2f-1p), forests not near rivers. Also, I didn't notice any penalty for chopping out of your borders.

I think right now chopping is a little bit overpowered and will be nerfed soon...
 
I read on reddit this morning that it's best to put down districts the second you build the city. Not build them, just place them. Then the cost is set and will not rise.
 
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