Cyon
Cosmonaut
Japan starts to look even sweeter, building three kinds of districts in half time is an amazing ability! Also getting good yeild of all your districts is very nice if you build them close. All UD age a huge Boni!
But it's more fun to build districts in every city. If you can do it, there's a 2-stage interesting choice: 'which district(s) will I build in this city, and in which tile(s)?'. Even if you can still make an adequate city with that choice removed, it will be as dull as adding numbers to an Excel sheet, comparatively.I don't need districts to make a useful city.
We all have different perceptions of fun. What I enjoy the most is working out the most efficient method to beat the game. I'm afraid that won't involve building every single district in every city.But it's more fun to build districts in every city. If you can do it, there's a 2-stage interesting choice: 'which district(s) will I build in this city, and in which tile(s)?'. Even if you can still make an adequate city with that choice removed, it will be as dull as adding numbers to an Excel sheet, comparatively.![]()
It just seems to me that the need to control districts is unnecessary. I can see city by city but not so much by empire since the districts have some stringent terrain requirements. Planning out along with adjacency bonuses, improvements and wonders makes the choice more strategic. Making the increase global looks to be Civ VI's version of the civic policies.But it's more fun to build districts in every city. If you can do it, there's a 2-stage interesting choice: 'which district(s) will I build in this city, and in which tile(s)?'. Even if you can still make an adequate city with that choice removed, it will be as dull as adding numbers to an Excel sheet, comparatively.
Change this or RIOT, I say.(Ofc it might be that our worries are all in vain and the formula is still being adjusted, etc... I wouldn't count on it, if past experiences are anything to go by.)
We all have different perceptions of fun. What I enjoy the most is working out the most efficient method to beat the game. I'm afraid that won't involve building every single district in every city.
I never played Civ 5 and don't know if this has changed drastically, but if it's anything like civ 4, then most of those districts won't be worth building anyway. The rising districts cost, coupled with the fact that AI probably can't handle 1UPT warfare, suggests that the fastest path to victory on difficulties up to immortal would be to expand to 3-4 cities while beelining a strong early military tech, then spam units to take everyone out. Capture the districts instead of building them. I admit I'm not very familiar with all the mechanics of Civ 6, maybe there are some maintenance or upkeep issues designed to prevent this. But still, looking at the list of districts, I can't imagine the situation where I would want to have 15 cities with 4+ districts each until maybe very late in a space game. If even then.
One limiting factor could also be the production capabilities of smaller cities. What kind of hurry production options are there? I've seen that it's possible to buy units for gold. Will there be something like Civ 4 slavery? Do you get production from chopping forests?
This will make late game expansion soooo bad. Good luck building high cost districts with your small city.
Maybe thats by design to limit the exponential power of wide empires but im not sure its the right method.
The part that I find truly awful is the increase in district cost for number of cities if I understand this thread correctly. Just number of district is enough of a penality.
Interestingly this news made Aztecs look godly.
I think the cost increase looks good. You are not ment to have that many districts and citizens can produce pretty much everything. Buildings and districts are more like the specialists in previous games then the buildings in the previous games. They give static not % yields so they do not play the same role as previous civ games. The biggest thing about districts and buildings are maybe the great person points (and given how low the cost are for great people I think you know what happens if you can spam districts).
Civilizations that have a unique district will naturelly have huge advantage but these civs wont get a unique building or unique improvement and both pf these are very powerful as well.
Hi seek.Did some scrubbing in Quill's series and found some answers to questions I raised in the Theorycrafting thread. I didn't want to derail that thread with this stuff, and thought it could warrant its own thread.
1. Cost rises for each district started.
2. No, it's universal.
3. Couldn't tell.
Edit: Updated with new info
The actual costs of the districts seem to follow the following equation: B*1.1^n (rounded down), with B=Base cost (60 on quick) and n=number of previously built or currently under construction districts.
(Thanks to StealthNSK for the equation!)
Essentially this means that each new district will be 10% more expensive than the last. Two other things of note: City center tiles are counted as districts here, and any civ's Unique District does not increase later district costs (although it is affected by them).
etc.Districts Completed | Hammer Cost
0 | 60
1 | 66
2 | 72
3 | 79
4 | 87
5 | 97
There are some oddities, for example one city of Quill's (Leeds in part 4 @ 6:03) showed the cost at one point to be 108 while other cities showed 112, a strange anomaly. Also, Aqueducts did not seem to strictly follow the cost increases other districts were showing - not really a surprise since they do not have a population requirement.
Edit 2: Please keep in mind that the data pool is quite small and that we are drawing numbers from an alpha build that is from early July, about four months before release! Anything is subject to change.
(Btw, 50% speed makes Quill a very drunk-sounding man.[emoji38])
I was thinking along the same line. If districts wouldn't be too costly to build, then there would be no reason to do anything but spamming as many cities as possible as closely together as possible.Because there are no negative for having cities (other then the district cost) mean that the goal should be to have as many cities as possible because each citizen you have give you culture and science for just existing and more cities mean more population