District Cost Increase

Build the districts you need, where you need them, and don't build them on a whim is I think the lesson of this thread. Of course, this is all still built on a good bit of speculation.
 
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.

I don't really like it either way. If you're worried about district spam, make them all cost a heavy amount of hammers or make everything else cost less. On the other side, maybe this is where they want you to harvest resources, mid-game when you need a new district and that third source of stone is better used to rush something else.
 
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 do believe there will be either a hard cap or something else that pops up (I choose to believe it anyway :))

Time will tell
 
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.

If you could build all districts in all cities, there's no choice. If you could build 3 districts per city average, you need to choose which districts to build, where they need to be built and which cities have more and which cities have less.

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.
 
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.



I think thats quite reasonable.

Late game founded cities are for claiming territory/resources...they aren't going to add significant output to your empire. (Unless you went tall early on and started to really expand in Renaissance)

Essentially everyone is Tall+Wide...Tall core and Wide borderlands (unless you do late game conquest of someone else's core.

I do think that they won't have exponential growth in costs, probably just squared.
 
If you could build all districts in all cities, there's no choice.
If you could build 3 districts per city average,
you need to choose which districts to build, where they need to be built and which cities have more and which cities have less.

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.
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).

So the start will be a holy site because either you get religion early or forget about it....If you are going for "an only a religious victory" you can have one or two more holy sites more otherwise stop. Encampments and Harbors become so expense in terms of the limited districts you can create one if you find a particular circumstance, otherwise stop after the one.

Theater districts and campus districts become the key because they are needed for the civic and science trees. Theater districts will probably be a focus because of a lack of culture from other places, science at least has population. Depending on if Aqueducts and Neighborhoods count against district cost you may have even fewer choices if you want any type of population growth.

that leaves commercial/industrial, to offset the high cost of the district you at least of multi tile effects so your entire strategy is to find one or two places to place these districts to have a multi city effect and put the rest in theater and campus districts (maybe an entertainment district for your largest city).

Doesn't seem very hard and not too many alternative strategies....That being said there are numerous other factors in the game that will require multi decisions throughout the entire game so it can still be a deep game (which you point out). I just think districts would have a shallow thought process if you are really limited to about 25 districts..... please note if each district cost a max of 300/500 production for instance, that would change everything because you could theoretically have some cost benefit analytic s that could produce a positive roi.

I could be wrong though.
 
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.

Escalating cost of settler limits only early expansion. Later in the game you'll have some production-heavy cities, which will be able to build settlers without any sweat.

If you've built a lot of districts, new cities late game will be a problem yes, that's what planning is for. You'll need improvements, trade routes and some chopping to get those cities up and running. Also, late-game cities are likely to be 1-trick ponies. You get a cool spot for some district, you build it there and focus on its building.

Or you could live without any districts for a while. There are city center buildings, which are quite cool and let city grow some muscles. You could even build military units in districtless cities (although it's better not to build units dependable on resources as they'll require double resources without encampment).

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).

Well, let's say you have 10 cities with 3 districts each (not counting uniques). We don't know the exact math for sure, but let's say those are 40 times 10% increase. So the next district goes from 60 to roughly 2700. If that's the case, this means what any new cities at this point will live till the end of the game without districts. However, if it adds only 10 production per district, that's only 410, which is manageable. So without knowing the formula for sure, it's hard to tell.

Also, you may want to plan harder. Have 1-2, not 3 districts per city till you settled. If you're going to fill some islands with your cities, do it as fast as possible. Try to settle first, then conquer the rest of the cities you need. Etc.
 
[/QUOTE]Try to settle first, then conquer the rest of the cities you need. Etc.[/QUOTE]


This....I agree that all excess resources go to conquering .... perfectionist strategies become very difficult in these scenarios so the most viable option is military conquest once district cost and expansion cost become too expensive.
 
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.
 
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.

I don't think it works like this. I honestly can't imagine any sane mechanics allowing such effects. Most likely it was about adjacency bonuses.
 
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."
 
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.
 
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.

The Suzerain bonus of Toronto is apparently "Regional effects from your Industrial Zone and Entertainment Complex districts reach 3 tiles farther." (see http://well-of-souls.com/civ/civ6_overview.html#city-states), but it is indeed very unclear precisely what this means.

Also unclear what Japan's Electronics Factory does, exactly.
 
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."

Cool! Now we just need to know what they regional effect is and how far it's by default :lol:
 
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.
 
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.
 
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.
 
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.

Exactly.

Also, found this on Electronics Factory: "A building unique to Japan. Bonus is extended to all cities within 6 tiles." So, it's Factory bonus and it's by default less than 6, probably 3 or 4.

Thinking about the size of the bonus - Factory seem to provide +3 production, so nearby cities will get from +1 to +3 production. This could be very useful for new cities, but back to topic, if district cost grows exponentially, it will not help in late game if you've built a lot of districts.
 
Back
Top Bottom