Are there benefits to creating quarters of similar buildings?

Iblis

Chieftain
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I'm currently less than 100 hours in and would say I'm barely now moving into what I would consider intermediate player range for this game (particularly as I've done a lot of restarts and testing out different play throughs to understand better what I'm doing or should be doing). Now that I understand how quarters work on a fundamental basis (two buildings of the same age in the same urban tile, ageless buildings are ultimately wild cards) I'm left with the question of if there is any kind of additional bonus given to creating quarters that have the same types of buildings? i.e. two science, two gold, two food etc.

Does anyone know this off the top of their head? The game certainly isn't communicating this clearly.
 
No special bonuses other than the fact that they share the same adjacency logic. So the same high-adjacency spot for one building will equally benefit another (non-obsolete) building of the same type.

That said, keep in mind that in Civ 7 the same adjacency logic is shared by two building types, so you can combine these in the same quarter:

Science and production
Culture and happiness
Gold and food

The only time when stacking a quarter with the same type of building is more of a consideration is with some unique buildings and quarters - many of them gain extra yields by being next to buildings of a specific type, so doubling down in those cases makes sense.
 
Also, quarters gain extra benefits from social policies, wonders, or technologies. Some civs have unique quarters that provide special bonuses when two specified buildings are constructed on the same tile (Greeks, Maya, etc.) that boost city efficiency and unlock civilization-specific benefits, such as additional gold for each city-state you are suzerain of for the Greek Acropolis or increased adjacency bonuses for the Roman Forum. Basically, if your civ has 2 unique buildings that go together, build them together. It will pay off later, and you probably won't even notice when it does.
 
Seems like it ought to but doesn't seem to except as mentioned above. I consider aesthetics, is that really an appropriate place for my villa? I stop at the end of antiquity, so I wonder about ageless and build over. It seems I might regret some of my decisions later in the game. Also there's issues like units generating on the barracks. That could end up behind enemy lines. It can also be a hassle loading up a commander if there's pathing issues, don't put it on the far side of a mountain range.
 
Seems like it ought to but doesn't seem to except as mentioned above.
They deliberately didn't go down this route as if you got a bonus for two buildings of the same type then you weren't really getting a choice as what is optimal.
 
I would say I'm far from optimal. I don't really know though since I have idea what's optimal. I like this better than Civ VI, I could never get the hang of districts there. I think I played 1000+ hours and never finished a game.
 
There are usually multiple tiers of each building per age with the latter ones having higher base yield than the earlier ones so you usually get higher base yields from mixing building types.

It only really matters though when looking to do the science path in exploration age to get tiles over the 40 resource barrier.

Having said that though, now i decide what tiles i am going to focus on i start in the antiquity era making sure i can reach those high adjacency tiles, possibly drop a wonder for added adjacency in the antiquity era then in the exploration era start placing specialist early (i had to free up a pop on one of my games as the city wouldn't grow in time to complete it).

With a bit of planning i get most of my 40 yield tiles with only two specialists so don't even need the tech for the 3rd specialist so mixing building type for max base yield (as they get exactly the same adjacency which it what specialist buff) is not really that critical.

If you are using policy cards to buff tiles then actually stacking buildings of the same type can be beneficial as they often only buff one resource.e.g. if yo use a card to buff gold adjacency and have a tile with a food and gold building then only one gets buffed where as having two gold buildings both get buffed so you potentially need to use two cards to maximise a tile rather than one.

In a way i kind of like having the same building type on the same tile as when it comes to overbuilding i know i am overbuilding like for like. This only really matters for biulding which give influence and possibly happiness as you can do without 2-3 food/science/culture but 2-3 influence is actually a lot proportionally of a rare resource and overbuilding a happiness building with a none happiness building can potentially put your city into unhappiness.

Overall it is all a bit min/max OCD but it is not exactly going to make or break your game if your doing other stuff properly. The best option depends on the situation and the real key is knowing the pro's and con's so you can make the best decision based on your situation.
 
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I consider aesthetics, is that really an appropriate place for my villa?
I am the same way. Should a Villa go alongside a sawmill? No, of course not. I sometimes sacrifice yields just to have the layout make more sense. It helps that this iteration of the game is more lenient, so min-maxing isn't necessary.
 
I don't think it's optimal to put the same type on the same hex. Why? Because you want quarters sooner than later, and buildings of the same type are spaced far apart on the tech tree. So it generally seems better to combine the first production building with the first science building, and the first culture building with the first happiness building.
 
I don't think it's optimal to put the same type on the same hex. Why? Because you want quarters sooner than later, and buildings of the same type are spaced far apart on the tech tree. So it generally seems better to combine the first production building with the first science building, and the first culture building with the first happiness building.
I realized this in my new play session. I think adjacencies and long-term layout are higher priority concerns.
 
I'm currently less than 100 hours in and would say I'm barely now moving into what I would consider intermediate player range for this game (particularly as I've done a lot of restarts and testing out different play throughs to understand better what I'm doing or should be doing). Now that I understand how quarters work on a fundamental basis (two buildings of the same age in the same urban tile, ageless buildings are ultimately wild cards) I'm left with the question of if there is any kind of additional bonus given to creating quarters that have the same types of buildings? i.e. two science, two gold, two food etc.

Does anyone know this off the top of their head? The game certainly isn't communicating this clearly.
If you aren't going to place specialists for most of the age if at all (most civ/leader combos for me in antiquity) then not really. If you have policy cards and other boosts for quarters, and you are ready to start pumping out specialists, then keeping quarters to science/science instead of science/production means you have to generally wait a long time between the techs in the tech tree, and you'll have a less effective specialist sitting in a half obsolete half finished quarter waiting 30 turns.

Theres no special bonus for stacking the same yield.

Worth mentioning

- Putting monument/villa in the spot with the lesser of adjacency bonuses for culture/happiness quarter. Overbuild them last, or not at all, as the influence stays on age transition and it actually quite strong.

- Food is not the best yield, so I do try to wait out and go gold/gold in my highest growth specialist cities in exploration that will max out priority quarters quickly.
 
Regarding quarters in general don't forget that your capital (palace) gets bonus resources for each district adjacent to the city center so there are additional benefits to putting potentially sub optimal placements next to the city center in your capital.

Doesn't count for other cities though.

In your capital it is generally optimal not to have a resource next to the city and generally not best to build a wonder next to the city as it doesn't count as a district.

Unless there is a particularly nice adjacency on a tile next to my capital I try to build ageless buildings next to my capital as they will always count as a district then.
 
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