Districts and other random things You want to know

Just as another note.
It's not inconceivable to move a district.
College campuses and labs and churches move all of the time from one building to another location.
I think it would not be too gamey to have all of the buildings appear in the new district once the original is destroyed and a second one built.
I know in RL a district covers a huge area but this is Civ.

Well when a reviewer got a Great Scientist, they could only pop them in a Campus... it is quite possible they could only be Settled in a Campus as well. Which means they couldn't just be moved.
 
We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”
-Ed Beach

Source: http://www.idigitaltimes.com/civ-6-...s-outside-your-city-game-specific-tech-533307

As far as I know no "hard" limit exists on the amount of districts per City.

I stand corrected! Sorry! :blush: I didn't find a source and very likely I mixed up different information.

nevertheless I stick to the rest of my thread:

Spoiler :
What's wrong about dealing with the problem like in RL - There are resources under your city/district - Well, think about what is more important to you?

I agree the whole district thing stirs things up here because you used to get the resources below the city-tile in the former iterations. If you think it through you could refrain from doing that - But compared to the city center you CAN move districts to another tile.
I'm completely in opposition of having Wonders giving resources maybe set on their tile. Wonders already give high bonusses so if it really will be the case you find a resource below one of them (which I highly doubt will be a regular incident) then so be it...
 
Besides resources popping up, I am kind of wondering how difficult tll be to have all 12 districts taking up improvement space will affect base yields of tiles. If one wanted 12 districts and assuming they keep with the three tile radius giving you 37 tiles that leaves you with 24 tiles. (37 minus 12 and minus 1 for tbe city). 12 districts requires 36 citizens for 3 citizens per district.

36 citizens with 2 food each will require 72 food per turn. So 72food/24tiles = 3 food per tile. However this doessnt include wonders, suburban districts, and production tiles which decrease the number of food tiles further down.
Lets say for a wonder and a couple tiles for production minus 8 tiles bringing food tiles down from 24 to 16.

So 72/16 = 4.5 food per tile.

Of course this is all guesstimates. Tbh it doesnt sound that high for late game when you have farms with plus2 bonuses.



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I really would like to know what America's UA is. Civ V's was military focused, and Civ VI's seems to be too. America should have a great cultural, financial, or production boost added to it. I would also like to know what are some of the civ-specific wonders.
 
I really would like to know what America's UA is. Civ V's was military focused, and Civ VI's seems to be too. America should have a great cultural, financial, or production boost added to it. I would also like to know what are some of the civ-specific wonders.

I guess they haven't revealed the American UA because it's tied to some new mechanic they don't want to discuss yet..

As their unique units and buildings are more late game, they need to have an Ability useful right from the start.

I hope some economic or settling bonus, like someone suggested for them having an extra Commerce slot for governemt.
 
I guess they haven't revealed the American UA because it's tied to some new mechanic they don't want to discuss yet..
It's also possible that there are no UA's in Civ VI, and what we think is China's UA is actually just the traits of a unique Builder unit.

Not saying it's likely (or desirable), just possible.
 
It's also possible that there are no UA's in Civ VI, and what we think is China's UA is actually just the traits of a unique Builder unit.

Not saying it's likely (or desirable), just possible.

I don't think it's unfathomable that they would get rid of UA's, as they can be quite devastating and imbalancing in certain situations (I.e Japan's UA in Civ5)
 
It's also possible that there are no UA's in Civ VI, and what we think is China's UA is actually just the traits of a unique Builder unit.

Not saying it's likely (or desirable), just possible.

It's also possible that a UA is just one of the choices a Civ could have, like some have UUs UIs or UBs in Civ 5. They could just say Civs get 3 uniques, but no hard rules on what style they are. I prefer America to have a UA (4 total uniques), but I'm sure that's just more stuff to balance.
 
It's also possible that there are no UA's in Civ VI, and what we think is China's UA is actually just the traits of a unique Builder unit.

Not saying it's likely (or desirable), just possible.

Good point, didn't thought about that possibility before. Although I would expect for the players to notice it having an specific name, but doesn't seems like the people who played described it like an UU.
 
Good point, didn't thought about that possibility before. Although I would expect for the players to notice it having an specific name, but doesn't seems like the people who played described it like an UU.

In the demo video, the builder unit didn't have a unique name. It's technically possible to have a unique unit without a unique name, but that would be unlike past Civs (and pretty confusing). I guess they could have just hidden the name of the unique unit for demo purposes, too.
 
In the demo video, the builder unit didn't have a unique name. It's technically possible to have a unique unit without a unique name, but that would be unlike past Civs (and pretty confusing). I guess they could have just hidden the name of the unique unit for demo purposes, too.

I think UAs are better overall since they usually have a benefit over the course of the game, versus a UU or something. If China has something that can always be used while America has late game stuff then I don't think America will be highly rated. Unless of course the late game stuff is super good but that's a different can of worms to balance due to snowballing.
 
In the demo video, the builder unit didn't have a unique name. It's technically possible to have a unique unit without a unique name, but that would be unlike past Civs (and pretty confusing). I guess they could have just hidden the name of the unique unit for demo purposes, too.

Ah, I forgot we good footage that showed the name. In that case it seems unlikely to be UU.

I think UAs are better overall since they usually have a benefit over the course of the game, versus a UU or something. If China has something that can always be used while America has late game stuff then I don't think America will be highly rated. Unless of course the late game stuff is super good but that's a different can of worms to balance due to snowballing.

I agree that so far America doesn't seems to have an unique that compare with the one from China, as in being available for the whole game and have an permanent effect (4 charges for worker), only having one permanent that should only be buildable quite later (film studio). So USA may also have an UA or another unique we weren't told about yet.
 
Besides resources popping up, I am kind of wondering how difficult tll be to have all 12 districts taking up improvement space will affect base yields of tiles. If one wanted 12 districts and assuming they keep with the three tile radius giving you 37 tiles that leaves you with 24 tiles. (37 minus 12 and minus 1 for tbe city). 12 districts requires 36 citizens for 3 citizens per district.

36 citizens with 2 food each will require 72 food per turn. So 72food/24tiles = 3 food per tile. However this doessnt include wonders, suburban districts, and production tiles which decrease the number of food tiles further down.
Lets say for a wonder and a couple tiles for production minus 8 tiles bringing food tiles down from 24 to 16.

So 72/16 = 4.5 food per tile.

Of course this is all guesstimates. Tbh it doesnt sound that high for late game when you have farms with plus2 bonuses.



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Of course that doesn't include all the specialists that will work in the districts, and probably get most of the benefit out of them.

and hopefully you won't want to build all 12 districts in a single city...

I'm hoping one is the "Space Support District" only useful if you are going for a science win
Perhaps another is the "Occupation District" only buildable around enemy original capitals to secure a Domination win (unless you eliminate them)
 
Of course that doesn't include all the specialists that will work in the districts, and probably get most of the benefit out of them.
My calculations assume that every free tile not used the citizen will be a specialist allowing for around 16 ish specialists. (16 work on remaining food tiles) 4 for production tiles. Im guessing that there wont be a food specialist.

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Of course that doesn't include all the specialists that will work in the districts, and probably get most of the benefit out of them.

and hopefully you won't want to build all 12 districts in a single city...

I'm hoping one is the "Space Support District" only useful if you are going for a science win
Perhaps another is the "Occupation District" only buildable around enemy original capitals to secure a Domination win (unless you eliminate them)

Perhaps a law&order district? Basically the courthouse and other things to reduce the conquest unhappiness. Obviously not needed, but greatly helps the city turnaround for you. By having it a district it's a further opportunity cost since global happiness is not a factor and I believe we have seen nothing on building maintenance (could be gone or not, who knows right now) so the traditional courthouse is too easy to negate the conquer penalty.
 
My calculations assume that every free tile not used the citizen will be a specialist allowing for around 16 ish specialists. (16 work on remaining food tiles) 4 for production tiles. Im guessing that there wont be a food specialist.

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Well spread out over 12 districts, 16 specialists doesn't seem like much.

I'm hoping that (given info that indicates we can't repeat a district in a city) you will have plenty of ability to expand a district, so 6-8 districts will be able to handle most of a cities population. (depending on the food level of other tiles)
 
Well spread out over 12 districts, 16 specialists doesn't seem like much.

I'm hoping that (given info that indicates we can't repeat a district in a city) you will have plenty of ability to expand a district, so 6-8 districts will be able to handle most of a cities population. (depending on the food level of other tiles)
Well if you increase the food per tile to be higher you can accomodate more specialists. I was just calculating for the lowest food per tile not to starve.

Increasing the pop of the city from 36 to 45. I guesstimate there would be 20 specialists 15 on farms and 10 on production improvements. So 45 pop needs 90 food, which would require 6 food per farm tile.

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To be honest, I would be happy if they got rid of UAs. I feel that the new "play the terrain" mechanics will provide uniqueness to civs on each playthrough, and I always found UAs to be artificial and stupid. They also reduce replayability because they force you in a specific direction.
 
To be honest, I would be happy if they got rid of UAs. I feel that the new "play the terrain" mechanics will provide uniqueness to civs on each playthrough, and I always found UAs to be artificial and stupid. They also reduce replayability because they force you in a specific direction.

I wouldn't put that much into new system. In Civ terrain was always a critical part in replayability, I don't think the change will be that great. UAs are good if they multiply the number of strategies. For example, China could build wonders faster that's cool and surely sets their strategy direction to building more wonders, but it's completely independent from the land which dictates which wonders are better to build. That's an example of UI and land working together well.

From the different point of view, Firaxis plans to sell DLC with civilizations and this means interesting UAs need to be there.
 
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