I feel like this will clutter the map even more than it already is, which is what I and many others do not want.I thought about this a bit more, and I think the multi-tile district idea with building slots I suggested earlier is just too complicated. Instead, I'd like to see districts get removed and replaced with "tags". Each building should occupy a whole tile and be given a tag like "education" if it's a library or a university, "entertainment" if it's an arena or a zoo, etc. The tags can be used for determining adjacency bonuses, so naturally, you'll want your library and university next to each other. In essence, you'll be able to create a multi-tile campus district when you place multiple education buildings, but you'll have the freedom of not placing them next to each other.
This is literally the best game to see the individual buildings because they are out of the city center already in the districts.One implication of this change will be that it will be more satisfying to construct buildings. Currently, when you build a factory, not much changes graphically. You just get better numbers. For me, one of the most satisfying things about Civ 6 is that, at the end of a game, I can look at the empire I've built, with all of the districts, wonders and improvements and appreciate it for what it is because of all the planning and execution I've done throughout the game. Buildings contribute very little to this experience because I can't really see them.
I feel like this will clutter the map even more than it already is, which is what I and many others do not want.
This is literally the best game to see the individual buildings because they are out of the city center already in the districts.![]()
Cluttered might be the wrong word to use, and what I really mean is this seems like it would graphically make the cities look more disjointed and spaced out which is what I, and others, would personally like to avoid.I don't understand what you mean by this. In Civ 6, it's suboptimal to leave tiles unoccupied. The game encourages you to fill up as many unused tiles as possible with improvements, and you're allowed to spam certain types of improvements in a given city. This is one of the things I don't like about the game, and the changes I'm proposing would make it so that there's more variation in what you get to place on each tile. It's the same tile you'd be filling up with a mine or a colossal head, but instead you'd fill it with a building you'd only build probably once in that city. I don't see how that would make the map more cluttered. Also, I personally enjoy seeing my cities fill up as the game goes on, and I'm surprised to see that this might not be a popular opinion. Is there a topic here somewhere where people talk about this?
I'm fine with shaking up the way districts are, including diversifying the building selections and placements.The districts have the same outlines every time you build them, and when you construct buildings, they appear in designated locations on a tile. What I want is more control. I didn't choose to put my art museum where it appeared. I simply decided which tile the theatre square district should go, and the game decided where the museum should go.
I mean to be fair farms or quarries in real life mostly have multiple buildings located in them, so they are in fact bigger than the average building.Also, buildings are significantly smaller than improvements, but is there any reason why something like a farm or a quarry, which I can place multiple times in a city should be more prominent than buildings I can have only one copies of?
Cluttered might be the wrong word to use, and what I really mean is this seems like it would graphically make the cities look more disjointed and spaced out which is what I, and others, would personally like to avoid.
I agree that certain things, whether they be buildings or districts, at least needs to be able to be close to the city center, at least early game. Once you reach Industrialization, and in fact urbanization where neighborhoods pop up, would be those places where buildings could be placed farther away.I have to say I don't really share this concern, so I'm having difficulty understanding what people mean by disjointedness. But how would you feel if the city centre district was also divided up into individual buildings as well? So, what we know as city centre in Civ 6 could take up 3-4 tiles, and since city centre buildings tend to be available early in the game, naturally, the city centre will be the most prominent "district" in a city, until you're able to construct more buildings. Also, I mentioned this earlier in the thread, but making districts (I guess buildings now) give regional amenities with radius of effect expanding as the game progresses can deter players from placing buildings far away from the city centre, and I don't think switching away from districts necessarily conflicts with the objective of making cities look more compact. The system can be designed so that certain buildings that people really need to be close to give amenities (e.g. shrine, library), and those that don't need to be close don't provide amenities (e.g. farms, mines, barracks).
I'd still like for the each district to be specialized, if only to allow civs with possible unique districts to be less rigid. The best example I can think of right now is a Korean Seowon. It was a campus in Civ 6 that only produced science, however in real life they also housed shrines and focused learning more on writing and literature to prepare for the national civil service exams. So in Civ 7 it could be a "scientific campus" district that produces culture instead and can also build a religious building, along with other science buildings (library, university etc.).I'm also worried about district bloat. Towards the end of Civ 6's updates I felt like there were too many districts. Limited options is great, but when there's so many mediocre or marginally useful districts to choose from that I always pick 4 out of 19 districts for every city; the rest aren't given very much thought about. Diplomatic Quarter and Government Plaza are the worst two for me, they might as well not exist. I'd rather have less districts per population, so choosing a district is more crucial for specialising your cities, and less districts. Now you might say that they could become buildings; but I think generic districts are better. Generic districts means there's another layer of specialisation to your city, in fact it could also bridge the gap between wide and tall strategies if it's made well; a district with all science-focused buildings would be more efficient in producing science than a district that has a science-focused building, a gold-focused building and a culture-focused building, and buildings provide adjaencies instead.
An idea that I had was every time your pop grows by one that citizen can be moved and assigned to a tile effectively merging builders and citizens. That citizen will be able to create an improvement to work on or go into a building such a shrine, library etc. to become a specialist.To be fair, the builder is a weird unit. It could be part of the city building screen but I also don't like the city building screen either. The builder could do everything the city building screen does but that's too much micromanagement. Where does it end?
Do you guys really want Districts back?
For me it feels like they really slow down the pace of the game by forcing players to plan ahead and what not.
I know it sounds weird, but think about playing Civ online, with friends, or just when you don't want to spend ages on one game.
In Civ 5, and perhaps arguably the older Civ games, the focus is more on the grander strategy;
Rather than microing all the different minute elements of the game (Builders, Governors, etc.)
I think it's within Paradox's best interests to tone down the excessive micro going from Civ6 to Civ7, and part of that might be, rightfully so, the Districts.
This is a very short thread, because I don't have too much time to elaborate (sorry!) but you guys get the idea
PS> I think that unstacked Wonders are not so bad, but Districts, and all of their adjacency combinations are just so damn tedious...
Holy Sites are an interesting district because they are filled with buildings that you would think would go in the center of cities, such as shrines and temples, but their adjacency bonuses come from unimproved woods, mountains, and natural wonders making them more like monasteries.Holy Sites are a good example of where districts could change for the better. While there are many religious precincts we can look to for inspiration, there are plenty of other instances that can point us to a more decentralized approach. Using Boris' suggestion of generic building slots, shrines, places of worship, and religious schools could take up a slot each, perhaps in the city center or next to a Seowon as the Companions has pointed out.
One possible solution is to make it to where "Holy Sites" are special religious district in the cities where a religion has been founded, and other religious buildings go somewhere else.In fact, imagine if the Korean ability includes synergy for shrines placed in Seowons. When one thinks of all the churches the Soviets destroyed in Moscow alone, it would be reasonable for the Russian ability to include one onion dome per district! Perhaps beliefs could further modify how often and where religious buildings would be allowed. An added effect would be making major holy sites less common.