Cities can no longer receive yields from more than one regional building per type

How do I know it's working?

When you click on a city that box appears in the bottom right portion of the screen. Hover your mouse over the production symbol (kind of like if you were going to order your city to focus on production) and the popup tooltip will break down your production numbers. Factor and power plant will show up in here.

I have a question. People are saying Toronto is a bit weak as a city-state now. But I don't understand how. It seems to me they are even more important than before. Of course you shouldn't rely on them unless they are close by. I found that out one game when they were conquered and I was too far away to do anything about it. I did have Toronto in my last game, but to be on the safe side I planned industrial zones around the 6 tile rule. Thank god they gave us map pins to plan out industrial zones and entertainment districts.

So far I'm okay with the new rule. It's kind of a relief not to have to build these in every city. Of course the reduced production means I still get behind in building things even without the necessity of having to build industrial zones. The only way I can get "caught up" with things I need to build is to buy things. Most often I end up buying builders as I seem to never have time to build them.
 
I like this change . It seemed like a bug for me from day one. But i would add some things to balance the hammer/amenity loss.

For Industrial zones :

1) Add two economy cards Centralized Industry (100% adjacency bonus and the resulting bonus hammers are spread to all city centers within 6 hexes) and Decentralized Industry (200% adjacency bonus). The percentages here can be changed or added gradually as you advance through the eras. Also these somehow should be made exclusive to one another obviously.
or
2) The adjacency bonus is spread to n hexes with the overlap restriction not applying but the number of hexes is affected by the bonus itself by a ratio of 1 bonus : 1 hex (the cap being 6 hexes). This would make finding an ideal IZ location worth the trouble or it would make you use the 100% adjacency card in times of heavy production.

For the Entertainment Complex :

Add a +1 amenity adjacency bonus for every distinct luxury resource.
 
I like this change . It seemed like a bug for me from day one. But i would add some things to balance the hammer/amenity loss.

For Industrial zones :

1) Add two economy cards Centralized Industry (100% adjacency bonus and the resulting bonus hammers are spread to all city centers within 6 hexes) and Decentralized Industry (200% adjacency bonus). The percentages here can be changed or added gradually as you advance through the eras. Also these somehow should be made exclusive to one another obviously.
or
2) The adjacency bonus is spread to n hexes with the overlap restriction not applying but the number of hexes is affected by the bonus itself by a ratio of 1 bonus : 1 hex (the cap being 6 hexes). This would make finding an ideal IZ location worth the trouble or it would make you use the 100% adjacency card in times of heavy production.

For the Entertainment Complex :

Add a +1 amenity adjacency bonus for every distinct luxury resource.

I think the better IZ change would be to make factories and power plants give, say, +2 to the local city always, and their "regional" effect would be equal to the adjacency bonus of the IZ. So basically, if you have a really strong IZ location, it will provide a better regional effect than other factories.

I would also love to see the variety in power plants, with only one "effect" of each stacking. So maybe something like:
Solar plant: all desert tiles in range produce +1 cog
Hydro plant: all riverside tiles in range produce +1 cog
Coal plant: all mines in range produce +1 cog
Nuclear plant: flat +4 production to all cities in range (but needs freshwater source in your IZ)

So if you're lucky, you might get extra benefit by overlapping different power plants, but they won't affect each city the same way. And if you cap it to one boost per tile, basically a riverside desert mined hill would get +1 from any of the first 3 plants, but it wouldn't actually matter which one you built to get the bonus.
 
Germany's still doing alright, their clusters of Hanza's and Commerce districts still amount to a lot of local production. You just don't get as much production post Industrialization.

Japan was probably hurt the most, now that multiples of overlapping factories/power plants are now useless, their unique building replacing the latter and all.
 
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I still don't understand how many tiles now an IZ covers, how many a workshop and a power plant ? Thx
 
I think that it would be awesome if they would make Japan's Unique Building be the only factory able to stack production it could add an incredible amount of uniqueness and strategy to its industrial district clustering game :)
 
Are IZ adjacency bonuses only provided to the city that the IZ is built in? Because cities of mine within the aforementioned 6 tiles aren't seeing any bonus added for the IZ adjacency bonus production.
 
Adjacency bonus is only local to the city in which the IZ is built. The only IZ elements that have regional effect are the Factory and the Power Plant buildings themselves, and just their yields (not the rest of the IZ yields) have regional effect.
 
I didn't build a single industrial zone in my last game and found I didn't miss them at all. And this was on a marathon deity game. For religious and cultural victories they simply don't matter.
 
And Workshop has no regional effect. The only IZ buildings with regional effects are Factory and Power Plant.
I really think with the new changes, the Workshop should have a regional effect also. As it is now, you're sort of left in a hiatus until the Factory comes along. Before, you'd build an IZ and Workshop in every city, and so every city would get the production boost which is, really, required to cover the absurd production cost scaling. Now you're left with the choice of either scaling down on your number of IZ, because you'll no longer get multiple Factory/PP overlaps, but then you're completely stilted in growth until you actually get to those factories, or alternatively you can go ahead and continue to build IZ and Workshops in all cities, but then only upgrade some of them to factories. The latter approach works best, but seems to defeat the entire purpose of this change.
 
I really think with the new changes, the Workshop should have a regional effect also. As it is now, you're sort of left in a hiatus until the Factory comes along. Before, you'd build an IZ and Workshop in every city, and so every city would get the production boost which is, really, required to cover the absurd production cost scaling. Now you're left with the choice of either scaling down on your number of IZ, because you'll no longer get multiple Factory/PP overlaps, but then you're completely stilted in growth until you actually get to those factories, or alternatively you can go ahead and continue to build IZ and Workshops in all cities, but then only upgrade some of them to factories. The latter approach works best, but seems to defeat the entire purpose of this change.

This is one of the reasons why I'd like the ability to tear down districts, that means building IZ's and workshops can still be important until the Industrial era, then you can tear down the ones that you won't be building the factories in, and replace them with an more appropriate district. An example on tearing down districts would be selling all the buildings within, and then allowing builders to remove it much like regular improvements.
 
Kind of forces you to build more encampments and harbors since they can help make up missing cogs.
 
Kind of forces you to build more encampments and harbors since they can help make up missing cogs.

Harbors don't really give a lot of production, other than the trade route.

Encampments certainly are more valuable, as they can give +6 cogs (and +2 housing) when complete. If you already have Factory cover, then a new IZ will only really give you +2 cogs plus the adjacency bonus, plus whatever you get from industrial city-states. So while industrial city-states will likely give more production overall, it's not a lot extra. So at the very least, if you have a good adjacency bonus, they're certainly worth building, but if you already have factory coverage and don't have a big adjacency, then it certainly makes sense to skip.

After playing with it a few games, my biggest flaw is that I have to keep going back to the district to double check if it has Factory cover. I wish there was some local bonus for having a factory in a city, just so that I could build them in each IZ and still get something out of it.
 
Eh I was thinking with the added TR and shipyard you can get pretty good yield from a harbor. I guess they do suck if you don't count the TR though.
 
Harbors don't really give a lot of production, other than the trade route.

I've managed to get up to +5 production from the shipyard, and another +5 production from the extra trade route. That's fairly significant, but probably on the extreme end of the spectrum.
 
This is kinda old but still: could someone list all buildings for all districts that have regional effects, please?
 
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