Yep, that's the way to go although it's quite annoying after the novelty wears off. I really wish I didn't have to do this sort of silly micro managing because I need to check my tech progression each time before I press "next turn". It's counter-intuitive and too much work, sadly.
Agreed, but with the district cost scaling, it almost feels like that is (sadly) optimal strategy right now.
I'm not sure how to make it better but game mechanic wise yeah it feels like the district cost scaling can just jump out of nowhere and bite you. Woah how many turns now.
I am not a fan of how it works but I also get what they're trying to do. I'm not really sure how to tune it better.
I'm in much the same boat (see below)...
It should probably be based on districts Placed rather than anything to do with tech/era at all (like settlers)
I had suggested on PolyCast that district cost should be based on number of cities or number of previously-constructed districts. But as has been brought up previously in this thread, that can be a bad idea as well.
Tying district cost to number of districts discourages players from building anything other than the one or two optimal districts in any given city in order to keep district cost down for other cities.
I suppose you could limit it to only being scaled by the number of districts already in that city only, as that would at least mean that building extra districts in one city doesn't punish all your other cities. It also parallels how amenities and housing work: failing to properly manage one city doesn't cripple all other cities.
Tying districts to the number of cities ends up behaving similarly to Civ V's global happiness, in that it puts an effective cap on the number of cities that you can found and/or conquer. Founding or conquering new cities would make the cost of districts in
all cities prohibitively expensive.
The first suggestion (of scaling cost based only on the number of districts already in that one city) seems like the best alternative to me, since it seems to fall more in-line with the game's overall design philosophy of having fewer empire-wide disincentives to growth or expansion. The other alternative would be to just not scale the costs at all. Considering that the whole scaling penalty is easily avoidable by simply plopping the district down and then switching to another project suggests to me that it's probably not a worthwhile mechanic to keep, and it only adds a lot of unnecessarily tedious micro-management to the tech and civic tree. There's also already the population prereqs that act as a check on the number of districts that you can build in new cities.
The problem with removing the scaling is that it means that early-game districts like campuses and holy sites and commercial hubs become
very cheap as the game goes on. So
perhaps another alternative would be to just set a cost for each district based on its location in the tech tree, and then scale up the cost of all earlier districts to match the most expensive unlocked district. Districts would still get more expensive as you progress down the tech and civic trees, but you'd be more free to explore paths on the trees that don't unlock new districts. The cost of all your districts won't go up simply because you back-filled some old tech or civic - even if you back-fill a tech or civic that unlocks a district, because that district would probably be cheaper than a district that you already unlocked.
Even if district cost scaling is not removed completely, I still think that it's too punishing as it is now. So if it stays, it should at least be toned down a bit.