So most people agree that the commercial hub and industrial zones are 'must builds' in every city.
The main reason for the commercial hubs is the trade route, because internal trade routes are powerful.
I have some suggestions to fix this:
Firstly, rename the commercial hub "Financial District", and take away the trade route. The buildings are plenty powerful (not to mention great merchants are often quite useful) so that the district would still get use.
At the start, every city can send and receive one trade route only. You can build a 'Peddler' unit or something, which allows limited trade between cities. Small food and gold, mainly for setting up early roads.
Also a new type of district: Agricultural. Can not be built in same city as an industrial district.
Then implement a trade district. This allows that city to send and attract traders (unlocked with the tech that unlocks trade district). International trade also unlocked for that city. First building allows a 2nd route to and from city (not an additional trader though). It adds food if there is an agricultural, hammers if industrial. Second building adds another food (or hammer) plus some gold, increased if financial district present.. Third building allows a third route (again, not an additional trader) to/from and adds culture/science from a campus/theater
Harbors allow sea trade routes only, and they must connect to another Harbor. Increased benefits if city center is on coast.
There would need to be some tweaks and balancing to this of course, but thought it would work as a general idea. New city catch up mechanic would need to be implemented, maybe just improved settlers are being able to send additional settlers to the same city to give it an early pop boost and have cities founded in later areas have increased borders (but not as much as Russia)
It would:
Make both commercial hubs and industrial districts not a near automatic build in every city
Agricultural district could provide for taller cities (keeping in mind amenities and housing will still be limiters)
Thoughts?
The main reason for the commercial hubs is the trade route, because internal trade routes are powerful.
I have some suggestions to fix this:
Firstly, rename the commercial hub "Financial District", and take away the trade route. The buildings are plenty powerful (not to mention great merchants are often quite useful) so that the district would still get use.
At the start, every city can send and receive one trade route only. You can build a 'Peddler' unit or something, which allows limited trade between cities. Small food and gold, mainly for setting up early roads.
Also a new type of district: Agricultural. Can not be built in same city as an industrial district.
Then implement a trade district. This allows that city to send and attract traders (unlocked with the tech that unlocks trade district). International trade also unlocked for that city. First building allows a 2nd route to and from city (not an additional trader though). It adds food if there is an agricultural, hammers if industrial. Second building adds another food (or hammer) plus some gold, increased if financial district present.. Third building allows a third route (again, not an additional trader) to/from and adds culture/science from a campus/theater
Harbors allow sea trade routes only, and they must connect to another Harbor. Increased benefits if city center is on coast.
There would need to be some tweaks and balancing to this of course, but thought it would work as a general idea. New city catch up mechanic would need to be implemented, maybe just improved settlers are being able to send additional settlers to the same city to give it an early pop boost and have cities founded in later areas have increased borders (but not as much as Russia)
It would:
Make both commercial hubs and industrial districts not a near automatic build in every city
Agricultural district could provide for taller cities (keeping in mind amenities and housing will still be limiters)
Thoughts?