There could easily just be a cap at a certain point. As in it is not ever going to scale to 2,715 hammers. It could cap out at say 500 hammers.
I think we need to wait on more info before reacting.
The cost increase looks just right to me. A lot of strategical decisions from a single mechanics.
I would say fewer decisions because of limited possibilities...just say you can build only 25 districts in your empire, no mater what, no mater how many cities or how cities are located or any other mechanic. It becomes very simple, as their are only 25 decisions in the game (at least for districts). Within a week the pattern for those districts will be completed vetted by the civ community with extreme efficiency.
I think the spiralling district cost will cripple new cities being built later in the game. I don't like the shackles and looks to be not fun at all.
Escalating cost of settlers is one thing but to add escalating cost of districts, as well, is a bridge too far.
Maybe, but what i see is that at at three districts on average you would not be able to build more than 8 or 9 cities with districts...so wide is kinda out .... return on investment for those will be so difficult at that point it will also be easy for you to ignore most districts because of the obvious lack of ROI (return on investment).If you could build all districts in all cities, there's no choice.you need to choose which districts to build, where they need to be built and which cities have more and which cities have less.If you could build 3 districts per city average,
Order of building becomes very important. If you build a new city and it has extremely expensive districts from the start, the city have not so great chances. You may postpone building districts in your core cities.
Choice between buildings in existing districts and having new districts also comes into play.
Chopping mechanics becomes much more important as it's the way to speed up district building in newly founded cities, especially later in the game.
Civilization diversity becomes deeper with unique districts not increasing the total cost (although their cost is increased).
That's what I see right now, without playing the game. Looks absolutely cool to me.
I think the spiralling district cost will cripple new cities being built later in the game. I don't like the shackles and looks to be not fun at all.
Escalating cost of settlers is one thing but to add escalating cost of districts, as well, is a bridge too far.
Maybe, but what i see is that at at three districts on average you would not be able to build more than 8 or 9 cities with districts...so wide is kinda out .... return on investment for those will be so difficult at that point it will also be easy for you to ignore most districts because of the obvious lack of ROI (return on investment).
One thing I remember hearing, and I don't know if it's true, but certain districts have an aoe effect like entertainment and industrial districts. If that is correct, and there is no benefit from having overlap coverage from different cities districts, that helps quite a bit, having one of these districts able to cover 3-4 cities.
Maybe, I have no idea where I heard it from; it could have been simply speculation at one point. But at the same time, Japan's electronics factory has an aoe effect to multiple cities, which is confirmed, so it's not that ludicrous. Just wish I remember where I got that from, because I'm not sure if it's correct or not at all.
I think it was referenced somewhere, but if not something like it is certainly implied in Toronto's suzerain ability: "Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther."
I just rechecked the Devs play Brazil stream, and when they built the Street Carnival, they said it was something you'd want to build between cities, because it will "eventually have a regional effect [...] and eventually Manaus (the city that didn't build the SC) will be able to benefit from it too." So it sounds like either these districts give the full or a weaker version of their effects to cities within a certain tile range, possibly only after some other development in the game.
Maybe some advanced buildings give regional effects, like production bonus from Factory.
This thing seem to add more to city planning.
It does make sense for both the Entertainment Complex and the Industrial Zone to have regional effects because the things they give (Amenities and Hammers) are local to cities, whereas the resources generated by other districts (gold, faith, science, etc.) are generally global, and the encampment/harbor are more about training units right there.