District Placement Requirements

AnonymousSpeed

Pink Plastic Army Man
Joined
Nov 21, 2014
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One of the big things the developers of Civ6 talked about was how districts were supposed to make cities more specialized and force players to adapt more to their environment. However, I don't think that's really how most of us play the game. Commercial Hubs and Industrial Zones are considered stupidly powerful and are built in most cities, but people don't build a lot theater squares unless they decide early on to pursue a cultural victory. Part of this comes from gold and production being very powerful, part of it comes from buildings providing good yields on their own, and part of it comes from the fact that you can build these in every city.

I was looking at this problem and wondering how, if it would be wise, the game could be changed so that your cities would have to be more specialized, and I was inspired by the game's wonders. Wonders in Civ6 have specific restrictions on where they can be built, so if districts are meant to make you adjust to your terrain, why couldn't they?

So I'd like to ask you all: What you think of district's having specific terrain requirements to be placed? For example, a commercial hub can't just be built in ever city, it has to either built adjacent to a river or on a road. Industrial Zones can't just be anywhere, they have to be next to a quarry or mined resource, etc.
 
your idea is not that bad. it's technically changing the " adjacency bonus" into "requirement".

my idea about such "specialization" of cities would be to give a "boost to tile output" to district building.

for example:

commercial district could give gold through adjacency and give a merchant.

a market would boost bonus ressources gold output by 1
a bank would boost luxury ressources gold output by 2
a stock exchange would boost luxury ressources gold output by 2 and bonus ressource by 1

(end of the example)

however that idea came after considering to increase the city domain to a radius of 5 while reducing the area where you could build district to a radius of 2.
that would have reduced the possibility of adjacency for district (making it difficult to build multiple "perfect" district in the same city) while making some distance between cities so war are not fought mainly under the coverage of a city center bombardment. (which happened when you or the AI settle cities as close as possible.)
 
I think that what the game needs most is a better balance between the districts.

After that, it's all fair game, but I think that the most interesting option would be to greatly increase the amount of districts. For example, a Science/Culture hybrid, a Gold/Production hybrid, a Food/Gold hybrid, a Culture/Amenities hybrid, splitting the Harbor into a military naval district and a trade naval district, etc. On top of that, it would probably be a nice idea to add a lot more adjacency bonuses for districts being adjacent to specific other districts, like the Commercial Hub right now gaining two gold for being adjacent to the Harbor. On top of that, you could add stuff like districts giving bonuses to resources and the like, as well as giving adjacencies for resources or improvements, like the Industrial Zone with mines and quarries. For example, it would make a lot of sense for a Commercial Hub to gain +1 gold for being adjacent to Silk.
 
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