City planning extravaganza

King Jason

Fleece-bearer
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Oct 21, 2005
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As I've been going through all of these playthroughs, having read most of the tooltips for districts, buildings, etc. I can't help but look at the map through the lense of how I might if I were a civ6 player - thinking "Oh, that spot will be good for a harbor because it has 2 sea resources" or "Wow, look at that hex that has 4 rivers along it's borders, that's +8 gold for a commercial hub". Then, as I began to view the map in terms of bonuses, I noticed the sad truth that more often than not, you can't nab every good bonus spot for the districts you want to place. Or can you?

Let's have a look at this map. One major point I want you all to focus on is the river; nothing else matters. The terrain, mountains, lakes, pre-existing cities... just pretend the map is blank and focus on the river. When I show the picture after this one it's going to look like utter nonsense but I'll explain it.

Edit: For understanding; Commercial Hubs receive a MAJOR bonus for each tile edge that touches a river. So that's +2 gold for every river edge.

Spoiler :


In that image we have a beautiful river valley. Look at all of the potential high gold yielding commercial hubs we could plop down in that valley. It's a shame that if we settled along the river valley we'd only be able to pick 1 spot and get +8 gold for it. Or is that our only option? In past games, city-overlap wasn't always ideal. The general consensus going into civ6 is that the trend continues, or perhaps is even made worse because of district space needed. However, is it?

The next picture I'm going to show you is city-overlap to the intentionally absurd degree with the sole purpose of displaying how someone might maximize the bonuses in a specific area. Even if this area where a bunch of +3 +4 mountain ranges and you wanted to spam it with districts, the idea is the same.

Again, ignore the map features and focus solely on the bonuses. Some of these cities would not actually be able to be placed if the rest of the map were actually how it were in the game. I just didn't feel like drawing a custom map to give an example of what I'm talking about. So if there's a city on a mountain, just pretend that it's not a mountain. Delete the city-state and rouen, even the capital city. Just pretend our scout stumbled upon this lush river valley of bonuses and we tried to figure out a way where we could nab as much of it as possible.

Spoiler :


In the above example, Circles with the white star in it are the cities placed, the circles over the numbers are their corresponding Commercial hubs - the cities are color coded. The lines denote all of the city overlaps (I didn't bother with red lines after making that border).

So this very narrowly focused layout allows a player to secure the majority of the major bonus spots pertaining to a particular district (in this case the commercial hub) in a given area. The principal I'm going to end up suggesting applies even if it were an elaborate mountain range or a really good cluster of coastal resources.

If you started by placing the Orange city first, then the Purple and Red, followed by the Blues, then the green, and ending with the pink city. You'd actually be able to direct the expansion of each city via tile purchase such that all cities are able to construct a commercial hub of +6 or higher.

Now, this is ludicrous. But the real point that I'm making is that typically, in civ, when we see a good location that appears to be rich with a specific set of bonuses, our inclination is to settle on it and take advantage of it. Now, however, depending on the goals and needs of your empire it may end up more beneficial to settle around the bonus clusters and try to maximize how many you can get without sacrificing the potential of the cities in the area.

For example, The pink city in the previous shot shares all of it's hexes with other cities and would probably be a poor city. By the time it's build it'd probably barely have access to anything more than it's inner ring and the target district.

This next picture, however, offers a more judicious estimate of what one might do with that river valley (again, pretend the pre-existing cities aren't there);

Spoiler :


All 4 cities are able to establish a commercial hub in the very profitable river valley with only minimal competition. In fact, each city only overlaps with one other city in order to place their districts.

I'd like to add, as a reference point, that as of right now, Markets - the first building in the commercial hub, add +3 gold. So all of the spots in this valley are worth double the gold of a market and you could still build a market on top of them.

So, in conclusion, I think the way we consider settling our cities is going to change drastically and become less about "that seems like a good spot for a city" and more about "that seems like a good area for some cities" - and furthermore, it will intensify specialization to areas of your civ as opposed to just certain cities. This river valley is essentially "gold specialized" as the player decided focus this portion of his empire solely around acquiring these bonuses, possibly sacrificing some potential output in other areas due to overlap. Though, with the new growth rules it's unclear how punishing overlap will be.

The average player may not think much beyond "Sweet mountain range, I'm gonna settle a city there and get a nice campus set up" - but the number cruncher in me thinks that min-maxing the terrain will be an amazingly fun mini-game in itself, even allowing for replayability within the same map.
 
You are tireless. You and Arioch in your own ways.


edit: Do adjacent cities with districts that are adjacent boost each other do we know? I know Japan does.
 
edit: Do adjacent cities with districts that are adjacent boost each other do we know? I know Japan does.

Yes, they do. Which is actually another thing that promotes the concept of specialized district clusters like this. I completely forgot about that until you asked.

Specific confirmation on that though, quill18's campus in his capital is recieving it's minor bonus from London's Harbor and Bristol's Campus.

Spoiler :
 
You're able to do this because you have watched every video and scanned over every tooltip. For some of us with limited access to data or free time, this isn't really an option. I'm asking if there's a way to make the exercise a little more accessible. A condensed list of all the required knowledge to look at thsee maps and mentally plan a city.
 
Sure, Arioch's site seems to have kept up with the tooltips of each district and the respective bonuses.. I'll see if I can make a more concise list of what does what so you don't have to scroll through the list of buildings just to pick out districts.

But you're right, a lot of me doing this has come from the fact that I've spent a fair amount of my free time going over video details trying to figure out how the game works beyond just reading tooltips, that much of this information has become intuitive to me at this point. I'll see if I can't expand on this when I get back to it so others can play a bit of the "build-your-own-civ" game too.

It's a lot like completing a puzzle.


Also, naturally - everything is subject to change; specifically yield values. As of now Commercial hubs get +2 gold for every tile edge that connects to rivers (also +2 for adjacent harbors). That could certainly change before release.
 
You are definitely right about changing how we think with city placement. My first thought after reading your initial setup paragraph, was placing a city on the grassland river tile between the rice and two stones, getting 3 stones within range, 2 rice, marble, crabs, the nice commercial spot, and the 2 mountain adjacency spot for the campus. It would surely be an amazing spot for a city. But then you went on and showed how several cities could cannibalize the entire valley and milk it for commerce. I think you are right, we will need to start thinking bigger than one city here, one city there; and it's been a long time since we've had that freedom in civilization, plus the way the districts interact with each other, really makes city placement relative to one another as well as the map features looks like it may make for some interesting gameplay.
 
As for the main post, I agree with how you approach city placement. This is why I'm so excited to try Japan, to fully explore this concept that city cores are best used to surround the important tile regions. We also need to consider time. As far as I know districts can't just be spammed out of a single city, which means to develop a cluster around a high value region quickly, you absolutely need to be surrounding it in overlapping cities. For most civs this may present a challenge having to choose between maximizing adjacency bonuses early at the expense of having enough tiles to work once population grows later.
 
As for the main post, I agree with how you approach city placement. This is why I'm so excited to try Japan, to fully explore this concept that city cores are best used to surround the important tile regions. We also need to consider time. As far as I know districts can't just be spammed out of a single city, which means to develop a cluster around a high value region quickly, you absolutely need to be surrounding it in overlapping cities. For most civs this may present a challenge having to choose between maximizing adjacency bonuses early at the expense of having enough tiles to work once population grows later.

That's why I probably won't play Japan until a few games in, so I get used to some of the new realities before trying a civ that so clearly is built to take advantage of the "puzzle" aspect of city planning.
 
That's why I probably won't play Japan until a few games in, so I get used to some of the new realities before trying a civ that so clearly is built to take advantage of the "puzzle" aspect of city planning.

My thoughts exactly. From the list we have so far only America and England look like they don't divert from basic city planning. Maybe more civs like this will come later.
 
Also, naturally - everything is subject to change; specifically yield values. As of now Commercial hubs get +2 gold for every tile edge that connects to rivers (also +2 for adjacent harbors). That could certainly change before release.

Yeah, like how Harbors only get +1 per adjacent sea resource, the buildings don't make water tiles worth working (or even self sufficient), and water tiles arent improvable?

At least it should give +2 gold per adjacent sea resource, especially if the Commercial Hub gets +2 per river, which is even easier!
 
Yeah, like how Harbors only get +1 per adjacent sea resource, the buildings don't make water tiles worth working (or even self sufficient), and water tiles arent improvable?

I believe it's a subject of change. Harbor gives bonus Food and Gold, it could be easily changed to bonus per tile, if developers see that's right. I'm sure developers seen way more tests than we do and are making a lot of balance checks/changes, so at this point it's not to worry about.

But since we still need something to discuss, here's the problem I see - the importance of Fresh water for the city center placement. The housing bonus is so significant, you generally don't want a city which is not on fresh water if you could avoid it. Probably Aqueduct gives fresh water bonus for cities not having it (can't remember this), but still - while waiting for Aqueduct city could already face significant growth penalties.
 
It's not just districts. Imagine the farms of a few cities adjacent to each other and getting the Feudalism bonus from each other.
 
I believe it's a subject of change. Harbor gives bonus Food and Gold, it could be easily changed to bonus per tile, if developers see that's right. I'm sure developers seen way more tests than we do and are making a lot of balance checks/changes, so at this point it's not to worry about.

But since we still need something to discuss, here's the problem I see - the importance of Fresh water for the city center placement. The housing bonus is so significant, you generally don't want a city which is not on fresh water if you could avoid it. Probably Aqueduct gives fresh water bonus for cities not having it (can't remember this), but still - while waiting for Aqueduct city could already face significant growth penalties.

Aqueduct seems to provide housing regardless of if you already have fresh water or not, it just requires its own fresh water or mountain.

Either way, that fresh water housing bonus might be a big deal. Or, if you do an ICS type strategy with this many overlapped tiles, maybe not? 2 districts per city might be enough to get huge gold/science bonuses and the like.
 
Aqueduct seems to provide housing regardless of if you already have fresh water or not, it just requires its own fresh water or mountain.

Either way, that fresh water housing bonus might be a big deal. Or, if you do an ICS type strategy with this many overlapped tiles, maybe not? 2 districts per city might be enough to get huge gold/science bonuses and the like.

Aqueduct gives basic housing for cities which already have fresh water, but I don't know whether in addition to this it gives fresh water to cities not having it? I can't remember videos with city not originally on fresh water building one.
 
Do you work districts with pop like any other tile? I've heard that multiple pop can work a district as a specialist but except that are districts worked like tiles?

1. Districts like city centers are always worked.
A) this is a free pop lik e the city center that is on top of your normal pop.
B) it is locked but cost you one pop Like a normal tile .

Or

2. You can work it out not, I'd you don't you won't gain any yealds from that district.

I would guess that it is 1.B.
 
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