Civ 7 idea - industrial district projects

DeckerdJames

Warlord
Joined
Nov 1, 2019
Messages
235
Districts could have their own build queues. An industrial zone could be how you build major highways. You could select a hex and run a project to build a section of modern highway or rail road. They could be dismantled the same way.
 
There's a lot going on there. Closer cities (districts sorts), cities next to each others and forming a bigger one, or even several cities in the same tile. (although this last one could question the use of tiles and change the game too much)

How to unite all those ideas in a coherent seducing one ?
 
What if you could have any mix of districts in a city but still cap the number. You could build 4 campuses in a size 10 city or 4 industrial zones. What would that be like?
 
I really like the idea of Industrial Districts generating some industrial activity beyond adding production (and later electricity). Further refinement of districts, beyond yields, is a welcome direction for Civ 7. I think many of us want to see more clearly/excitingly differentiated cities with specialisation. Maybe the pop threshold for building a new district should increase, with exceptions of course (Capital, civ ability, great person bonus etc)
 
Specialists would produce resources instead of hammers. A specialist working the IZ would produce pottery resources, which allows you to spread your luxuries resources to more cities. A specialist working a workshop could turn bonus resources like deer into luxury resources like fur. A specialist working shrine produces votive items for worship, etc.
 
Specialists would produce resources instead of hammers. A specialist working the IZ would produce pottery resources, which allows you to spread your luxuries resources to more cities. A specialist working a workshop could turn bonus resources like deer into luxury resources like fur. A specialist working shrine produces votive items for worship, etc.
I like where you are going with that. Maybe like this?

An industrial zone project can enhance an existing improvement. You could take a camp to "level 2" and get more from it, like the amenity "furs" from deer and maybe more bonus resources. They double at level 2. You get +4 gold and the furs.
 
If the industrial zone could use a city project to make "level 1" improvements into "level 2" improvements , what if the city center is where you queue up "level 1" improvements and when you click on the city center, you can see the blueprints for the city and the build order? Instead of builders, we get different kinds of civilians for other purposes. How about the envoy is a civilian and you have to get him to the city state safely or risk sending him on his own. They can be captured and ownership is transferred. Spies, engineers for making bridges or forts outside the borders. More civilian units, but not so many as to become a grind to direct them all. They can all be captured and converted.

You still get the fun of being strategic with the build order of improvements all in one screen, but you don't have micromanage it with a builder.
 
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There's a lot going on there. Closer cities (districts sorts), cities next to each others and forming a bigger one, or even several cities in the same tile. (although this last one could question the use of tiles and change the game too much)

How to unite all those ideas in a coherent seducing one ?
So the ability to use multiple settlers on a single tile or in adjacent tile to get different kinds of cities. More housing for having adjacent city center districts, maybe, and perhaps the same for going vertical but you can't until you get steel? When you expand the city center district enough, either horizontally or vertically, you gain another ring of hexes to work once you have them in your borders? I like the concept if that is along the lines of how you mean it to be. Maybe you end up with many hexes of city with a tall down town area. Going tall could give late game bonuses because what we are talking about is skyscrapers, and that means money money money.

Your idea, if I am getting it right, would tie into my ideas well. I was hoping for different kinds of civilians. In this scenario, you get a slow moving settler in the ancient era, but they go by chopper in the late game. You need a gunship to capture one. Another way of doing that would be if as you go through time, your settler gets new travel abilities. So if you are at an airport, the button to change into a chopper or intercontinental airplane becomes available. I don't know if that is too gamified or if it is too "civ 6". Civ 7 might be totally different and these ideas are more like a civ 6 expansion.

I hope they give us an idea of what civ 7 is going to be like. Like civ 6? More like a military strategy game? More realistic? Will vehicles have a lifespan? Will units have a "fuel tank" or a number of hexes they can move before they need refueling? Ideas can only based on assumptions until they release something.
 
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