VanitysFiend
Chieftain
Now I'll admit this idea is a tad embryonic atm, but I'm gonna share it anyway. So, atm districts require u to pass population thresholds before they can be built. Why is that? Well I think it's mainly because they (mostly) give passive yields just for existing, so their numbers need to be limited in some way. I think this is a bad idea. Why not treat districts like any other tile improvement and require them to be worked to give out their adjacency benefits?
(I'm kinda imagining the CiV GP buildings, only with variable yields)
I know this would have a knock on effect with the way specialists work in CiVI, given that they basically use the citizen map instead of having their own slots, but that's mainly a graphics and UI change, rather than a rules change.
I'm also leaning towards the idea that it would be better if builders built districts by spending charges, first district takes 1, second 2, etc. Building a district shouldn't be the herculean task it is now, it should be the first step on the road of city specialisation. Atm a districts passive bonuses can feel like the most important contribution it makes to a city.
Any thoughts?
(I'm kinda imagining the CiV GP buildings, only with variable yields)
I know this would have a knock on effect with the way specialists work in CiVI, given that they basically use the citizen map instead of having their own slots, but that's mainly a graphics and UI change, rather than a rules change.
I'm also leaning towards the idea that it would be better if builders built districts by spending charges, first district takes 1, second 2, etc. Building a district shouldn't be the herculean task it is now, it should be the first step on the road of city specialisation. Atm a districts passive bonuses can feel like the most important contribution it makes to a city.
Any thoughts?
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