The district system

I have not read through the whole thread. Sorry if the question was already asked.

With Wonder districts, food district, religious district, science district, barrack district... is there even any "city core building" done at all?
 
I have not read through the whole thread. Sorry if the question was already asked.

With Wonder districts, food district, religious district, science district, barrack district... is there even any "city core building" done at all?
Building aren't built in cities, just like in real life. All of a city's amenities are in rural areas far away from the city center.
 
Yes, images showed monument, granary and maybe some other. City walls are both on center and military district. I think most buildings will be in districts though - especially those with upgrades: barracks, armory, military academy will go to military zone while a garden might be left in the center, because it's standalone.
 
Building aren't built in cities, just like in real life. All of a city's amenities are in rural areas far away from the city center.

No sure if serious or trolling...

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Felis Renidens said:
Yes, images showed monument, granary and maybe some other. City walls are both on center and military district. I think most buildings will be in districts though - especially those with upgrades: barracks, armory, military academy will go to military zone while a garden might be left in the center, because it's standalone.

:goodjob:

I missed that you can now build buildings inside of districts, thanks. Interesting because it will alleviate how ridiculously cluttered and painful it was to set-up an assault on the single HEX of a city in Civ V because of 1UPT. It will increase the combat front and possibility/strategy by quite a few tiles.

Attacking and defending will take a new twist as you make choice on what aspect of your city supporting tiles you decide to defend/attack.
 
You still need to take the city center to conquer it, but can cause lots of damage without taking the city. Also, with city walls both the city AND military district will have ranged attack (without walls none of them). Placed strategically and well defended it could make hard time for an attacker.
 
Aside from having to deal with an Encampment (which could be a major consideration if it's well-placed), I don't think that taking a city has changed all that much -- you still have to capture the city center. They've talked a lot in the previews about pillaging or defending other districts, but when it comes to capturing a city this doesn't appear to be a factor (unless there's something major they've left out). Late-gate strategic bombing of districts will be a thing, however.
 
With buildings not really cluttered anymore, being divided between the districts and city center, I do think buildings that needed specific tile / resources will either not have those requirements anymore, or will become tile improvement instead. Because you already need to take in consideration positioning for the bonus the districts get, I think we won't also have to take account if there is an specific resource of tile type nearby.

So for example, I think that the Stables, that was mentioned to be in the military encampment, won't have requirement anymore. While, I would expect buildings like Solar plant, Nuclear plant, Hydro plant, Windmill, to be tile improvements instead.

On the list of districts, besides the 8 pretty much confirmed ones (science, faith, military, harbor, happiness, culture, production, gold) my guess for the remaining (many already mentioned by others here):

*health district (related with food with hospital and medical lab, for instance)
*tourism district (with buildings that affects tourism like airport and hotel)
*law district (courthouse, constabulary, Police station)

For the last I'm thinking of either an defense or garden (great person generation) district.

When it comes to defense, walls and castle are apparently already on the city center (with walls also on the military encampment). But I don't think the later defense buildings would go in the city center as it would make it too cluttered (or a new one may just overwrite an old one). They may also be turned into improvement instead (but it could be overkill to have buildings like that, stronger as the time passes, all over tiles in your culture that isn't).

One problem with a defense district, is that the military encampment already can do that to some extent while also likely giving bonuses to military units. Although a defense district may be really tough, maybe tougher than the city center and could have some other bonus like also needing to be taken to conquer a city (the city administration transferring to it in case the city center falls, which would make sense as a very strong defended position). Which could result in a situation where you can't do anything on the city as it's occupied, but neither the enemy and it's still part of your territory, so while the enemies need to fight it out with a strong defense district, you may be able to get reinforcements and stop them. Or they could take the defense district first, but a mechanic like I mentioned would avoid they just ignoring the district and going for the city center gaining control of it.
 
With buildings not really cluttered anymore, being divided between the districts and city center, I do think buildings that needed specific tile / resources will either not have those requirements anymore, or will become tile improvement instead. Because you already need to take in consideration positioning for the bonus the districts get, I think we won't also have to take account if there is an specific resource of tile type nearby.

So for example, I think that the Stables, that was mentioned to be in the military encampment, won't have requirement anymore. While, I would expect buildings like Solar plant, Nuclear plant, Hydro plant, Windmill, to be tile improvements instead.

On the list of districts, besides the 8 pretty much confirmed ones (science, faith, military, harbor, happiness, culture, production, gold) my guess for the remaining (many already mentioned by others here):

*health district (related with food with hospital and medical lab, for instance)
*tourism district (with buildings that affects tourism like airport and hotel)
*law district (courthouse, constabulary, Police station)

For the last I'm thinking of either an defense or garden (great person generation) district.

When it comes to defense, walls and castle are apparently already on the city center (with walls also on the military encampment). But I don't think the later defense buildings would go in the city center as it would make it too cluttered (or a new one may just overwrite an old one). They may also be turned into improvement instead (but it could be overkill to have buildings like that, stronger as the time passes, all over tiles in your culture that isn't).

One problem with a defense district, is that the military encampment already can do that to some extent while also likely giving bonuses to military units. Although a defense district may be really tough, maybe tougher than the city center and could have some other bonus like also needing to be taken to conquer a city (the city administration transferring to it in case the city center falls, which would make sense as a very strong defended position). Which could result in a situation where you can't do anything on the city as it's occupied, but neither the enemy and it's still part of your territory, so while the enemies need to fight it out with a strong defense district, you may be able to get reinforcements and stop them. Or they could take the defense district first, but a mechanic like I mentioned would avoid they just ignoring the district and going for the city center gaining control of it.

I wonder if each district could have its own associated type of great person.

There's the nine from Civ 5:

science district - Great Scientist
faith district - Great Prophet
military district - Great General
harbor district - Great Admiral
happiness district - Great Artist
culture district - Great Writer
production district - Great Engineer
gold district - Great Merchant
tourism district - Great Musician

And they could make some new ones too:

health district - Great Doctor (standard yield-based great person design, but for food)

law district - Great Operative (consume in friendly city to permanently increase resistance to covert acts, or consume in foreign territory to speed up your own covert acts)

Could there be a "diplomatic district"? Some of the previews mentioned using "envoy" unites to gain influence with city-states. Maybe those units are created in their own special district?
 
@Ivan Hunger

I don't think there would be a district focused on city states as they could end up being all conquered by civilizations. And from this article from IGN does seems to imply you get them as allies by doing some of the objectives they have on the list, and together with what Quill18 said, that may be how you get more envoys.

A problem with a diplomacy district, would be to make it do things that would also affect other human players, and not just the AI, for MP games.

Another possible district idea that comes to mind is an Trade District, to get more trade routes and similar.

There may be indeed one great person associated with each, or at least most, districts as an article recently posted on the features thread says:

Another important line from that article: "Later in the game, the districts are also available as a venue for specialists."
 
So for example, I think that the Stables, that was mentioned to be in the military encampment, won't have requirement anymore.
What makes you say that? Not much has changed regarding Stables and Horse resources from Civ V except the location of the Stables.

For the last I'm thinking of either an defense or garden (great person generation) district.
I would expect normal defensive buildings to go in either the City Center or the Encampment (or both, in the case of walls). Judging by the name "Ancient Walls" and the fact that we don't see them in shots of later eras may imply that Castles and whatever comes next just replaces the Ancient Walls.
 
What makes you say that? Not much has changed regarding Stables and Horse resources from Civ V except the location of the Stables.

What I mentioned up there, I don't think buildings in districts will have requirements other than you having that specific district. As when building a district you already need to take account other tiles for bonuses, some have requirements themselves (Encampment at least one tile away from city center, Harbour in sea tile), and can even only build one district every 3 pops. So I think it would be too much to not be able to build one particular building for a district because of individual requirements it has.
 
Do we know all district types already? As far as I am aware, there are still some missing.

If so: could one of them be a pure "housing district" with no other purpose than adding more... well.. houses to the city and thus increasing the population cap? This district could even be the only one with more than one instance per city.
This could also help to make the cities visually more city-like (in contrast to just some different types of field improvements, as it seems now).
 
I think neighborhoods were mentioned but I'm not sure how they'll work.
 
I can't for the life of me to remember / find the original German article, but I remember reading some yet to be debated dettails about the district system:

- Districts will be also popullation dependant. You won't be able to build your first district unless your city has a popullation of 3 or more, for example. That would also add a lot of sense regarding city specialization and the non-repetition of districts. I mean, if we assume that you can only add a district for each 3 popullation units, that means that you would need a city with a whopping popullation of 36 in order to build each and every single district (!)

- Certain districts will allow your city to perform certain "projects", some kind of "special actions" for cities. For example, religious districts will allow your city to perform religious festivals. No idea about which kind of effects these projects would have, and if we are talking about a "one time and done" type of projects or if they would be more of a recurrent thing

- Some basic buildings won't need a specific district in order to be built. Districts will also give bonuses to the buildings that are built on them due to their location, meaning that the adjacency bonus will not only affect the district tile yields per se, but also the buildings located on them.
 
Maybe this is old new, but I hadn't seen this before - is that the production district that we see behind-left of the city centre in this screenshot? Also we see some housing/town improvement(?) in the far left corner.

I think the one behind the city in the foreground is a mine - it certainly looks like one rather than a district as such (mine entrance, mine railroad, smelting thingy). Also it doesn't appear to be 'colour-coded' like the other districts.

The one in the top-left is possibly another city? Although the style looks much more modern than the city in the centre. It's certainly more than 3 tiles away so I think it must be separate. There is possibly another mine to the left of the far city btw (and a quarry on the right I think)?
 
I don`t think we will get a "defense" District as I believe it will be covered by a fortress improvement.(pure speculation)
But I like the idea of large contstructions/buildings occupying an entire hex.
I think at least the following improvements/Constructions/ Wonders should occupy an entire hex:
Airport
Harbour
Fortress
Energy plant (Nuclear, solar, Hydro etc)
Some Wonders (the Apollo programme will, but not the internet)
National Wonders: maybe the diplomatic distict is a national Wonder, only one per civ?
 
I, too, think that this is a mine (no color-coding and no "district-subdivisions").

Regarding the 'housing-district', though, this might what we can see in the second ring of this city, behind the science district (so: 9-9 of the city center).
A water tank, little houses with green roofs (a color related to growth and population)... yes, I think that this is indeed the district in question! :)

Edit: Oh, old news, obviously! :(
Arioch knows it all already - of course! ;)
 
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