Districts return in civ 7

Porry

Chieftain
Joined
May 2, 2025
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Did districts exist in the initial design of Civ 7? Just look at the logo, the big C surrounded by icons. Those icons are very reminiscent of Civ 6's districts.
Do you think they could return in Civ 7? For example, by placing scientific buildings on the same tile, it becomes a scientific district, with certain yield advantages. It's a bit like what happens with unique districts.
Could this be a good idea to give more emphasis to city placement?
 
Districts still exist in Civ7, the term is used for urban and rural tiles worked by the city.

Districts as Civ6 concept also exist, they are called Quarters. They are more flexible as you could in theory put any 2 buildings there, but due to adjacency bonuses, they are often specialized in the same way as in Civ6 so you have science or culture quarters. And, of course, overbuilding replaces just adding more buildings, because it's natural consequence of age transition.
 
Yes, that's clear to me.
But I imagine a more impactful return of districts; a transformation of the quarters like when you place two unique buildings. There should be combinations of buildings that transform the quartes into something new, with unique bonuses. It's probably too complex to implement, but it would give more weight to the placement of buildings.
 
Yes, that's clear to me.
But I imagine a more impactful return of districts; a transformation of the quarters like when you place two unique buildings. There should be combinations of buildings that transform the quartes into something new, with unique bonuses. It's probably too complex to implement, but it would give more weight to the placement of buildings.

Civ7 also does this already. When you add the two unique buildings into the same quarter, you get the unique quarter of your civ.
 
Having "Adjacencies" that are based on what the building is "quartered" with could be interesting.
ie if your Tenement is with a Happiness/Culture building it gets a Happy bonus
if your Cannery is with a Production building it gets a Food bonus
Wharf with a Military building/Warehouse gets a Gold bonus
Arena with a Military building gets a Happiness bonus, with a Gold building gets a Gold bonus
Guild with a Science/Culture building get a Production bonus
etc.

Especially if they were bonuses for something that doesn't have the same adjacencies. That could help make the Ages different.
 
Having "Adjacencies" that are based on what the building is "quartered" with could be interesting.
ie if your Tenement is with a Happiness/Culture building it gets a Happy bonus
if your Cannery is with a Production building it gets a Food bonus
Wharf with a Military building/Warehouse gets a Gold bonus
Arena with a Military building gets a Happiness bonus, with a Gold building gets a Gold bonus
Guild with a Science/Culture building get a Production bonus
etc.

Especially if they were bonuses for something that doesn't have the same adjacencies. That could help make the Ages different.
I think adjacencies are hardest to handle part of the game already, considering you can't see potential adjacencies for tiles you didn't reach with urban districts yet and you can't take into account planned buildings. making it even more complicated won't help the game.
 
I think adjacencies are hardest to handle part of the game already, considering you can't see potential adjacencies for tiles you didn't reach with urban districts yet and you can't take into account planned buildings. making it even more complicated won't help the game.
That's a UI issue.

It would make it more complicated, but it needs to be done with Uniques and this method would have some more flexibility.
 
That's a UI issue.

It would make it more complicated, but it needs to be done with Uniques and this method would have some more flexibility.
I could imagine UI which lets you out you planned things on the map and count adjacencies with them, but it won't be much easier to handle.

So, I wouldn't say it's an UI issue.
 
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