While I appreciate the idea of specializing your districts, I'm not sure museums and the headaches of finding the right free slot is the right way to do it. I'd rather the specialization be done with other buildings, and museums be left for generic use.
In fact, I would prefer that ALL specialization of Districts other than the City Center be done with Buildings/Structures rather than the District itself. City Center needs specialization since it is always the first District in the city, but 'specialization' - including any 'adjacency' bonuses, should be modeled at the building level.
Put a Market or Temple in a District that is adjacent to several other Districts - get Access bonuses to either building, because they both depend on maximum access by the maximum number of the population for their effectiveness and influence.
Put a Granary in the same District with a Harbor (or later, a Railroad Terminal) get a bonus to Food imported via water or railroad Trade Routes. Later, replace the Granary with a Grain Elevator (steam-powered, 19th century CE) and get an even bigger Bonus.
Combined with doing away with most 'terrain' adjacency bonuses, this among other things would stop the ridiculous scattering of bits of cities all over the landscape that happens now and result in cities that actually look like cities - and can be surrounded with City Walls instead of only protecing the city center and encampment.
Museums, as posted, would be generic unless/until 'themed' or replaced by Wonders which transcend Theming Museum is another structure that could benefit from being in/near the City Center or surrounded by other Districts because Access increases the effect and effectiveness of the building - the game should give you a reason for having clusters of Public Buildings (museums, temples, monuments, markets, etc) in/near the center of the city where they a re most available to the most people.
I feel like paleontology would be a part of a museum ability, including the art and archaeology museums we already have. I do feel like civs such as England, France, or Italy would be more suited for those bonuses.
I'd prefer it if you keep politics out of the civ 7 forums. Pretty sure most leaders would essentially be tyrants IRL.
However i don't think Madagascar, Angola etc should indeed be represented by a marxist leader. If one civ should be represented this way, it should be Cuba. And maybe Vietnam. Any other nation feels too controversial or has other historical options that feel more interesting.
I'd prefer it if you keep politics out of the civ 7 forums. Pretty sure most leaders would essentially be tyrants IRL.
However i don't think Madagascar, Angola etc should indeed be represented by a marxist leader. If one civ should be represented this way, it should be Cuba. And maybe Vietnam. Any other nation feels too controversial or has other historical options that feel more interesting.
They are, but not necessarily because of their actions, rather because of their timing.
Basil, Genghis, Qin, Alexander all slaughtered many tens or hundreds of thousands, but they did it Long Ago and relatively Far Away.
Mao, Stalin, and their Marxist ilk (and, to be fair, their Fascist/Nazi counterparts) all did their misdeeds within Living Memory, and the people with those Living Memories and the people they talk to (children, grandchildren, et al) will not want to be reminded of them and their deeds by a game.
After learning about the history of the Shirvanshahs when I visted Azerbaijan last year I think they could be an amazing addition to the game representing the Caucuses region [in place of Georgia], getting bonuses to trade routes, early oil extraction (for early game uses/bonuses that may or may not be shareable with other civs that buy it off them), natural gas (which were key draws for Zoroastrianism and Hindu worshipers [although most of the Hindus left Ateshgah when Russia put out their holy flame]), carpet manufactory [for tents, pack-animals and other purposes, not just for flooring] and the most beautiful vocal music (coupled with piano) that I still can't get out of my head that would be great for the soundtrack.
They are, but not necessarily because of their actions, rather because of their timing.
Basil, Genghis, Qin, Alexander all slaughtered many tens or hundreds of thousands, but they did it Long Ago and relatively Far Away.
Mao, Stalin, and their Marxist ilk (and, to be fair, their Fascist/Nazi counterparts) all did their misdeeds within Living Memory, and the people with those Living Memories and the people they talk to (children, grandchildren, et al) will not want to be reminded of them and their deeds by a game.
In fact, I would prefer that ALL specialization of Districts other than the City Center be done with Buildings/Structures rather than the District itself. City Center needs specialization since it is always the first District in the city, but 'specialization' - including any 'adjacency' bonuses, should be modeled at the building level.
Put a Market or Temple in a District that is adjacent to several other Districts - get Access bonuses to either building, because they both depend on maximum access by the maximum number of the population for their effectiveness and influence.
Put a Granary in the same District with a Harbor (or later, a Railroad Terminal) get a bonus to Food imported via water or railroad Trade Routes. Later, replace the Granary with a Grain Elevator (steam-powered, 19th century CE) and get an even bigger Bonus.
Combined with doing away with most 'terrain' adjacency bonuses, this among other things would stop the ridiculous scattering of bits of cities all over the landscape that happens now and result in cities that actually look like cities - and can be surrounded with City Walls instead of only protecing the city center and encampment.
Museums, as posted, would be generic unless/until 'themed' or replaced by Wonders which transcend Theming Museum is another structure that could benefit from being in/near the City Center or surrounded by other Districts because Access increases the effect and effectiveness of the building - the game should give you a reason for having clusters of Public Buildings (museums, temples, monuments, markets, etc) in/near the center of the city where they a re most available to the most people.
My proposition would be to add a city screen that has its own hex grid, based on the tiles around the city centre. Kinda how Stellaris and a few other games have that. Just a separate map where you place your buildings. Creating multiple buildings of the same type near one another will automatically create a district which gives extra bonuses.
The districts you build in the map will expand your city map, allowing you to construct more buildings in the city. (So functionally, they would be neighborhoods).
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As far as the Marxist / Fascist discourse is concerned - the main factor is marketing and commerce. If your leader is controversial in a way that stirs up negative PR and prevents others from buying the game, they will not be in the game. Hitler and Stalin are too controversial in his day and age, and won't be included in markets tailored towards the Western World.
Mao is banned strictly because it's forbidden by Chinese law to depict him in works of fiction. The Chinese market is large, and including Mao would automatically force Firaxis to create a second leader to act as a placeholder for the Chinese Market - and if you're going through that hassle, you might as well not include Mao and go for someone else anyway.
The same logic applies to the Meiji Emperor of Japan, who is otherwise a slam dunk choice (arguably the best leader Japan have ever had in terms of sheer positive impact) but he himselfcannot be depicted if you want your game to be in the Japanese market. The Meiji empire can still be represented but it'll have to be through one of Meiji's prime ministers instead.
Likewise, to flip the script one more time, modern day nations such as Brazil, Canada and Australia are bad choices in theory because of the limited impact they've had on history. In practise, these countries represent fairly large markets, and residents in those countries would be happy with direct representation, rather than indirect. (examples of indirect representation include Gaul, which represents Belgium, and Aztec, which represents Mexico.) If those inclusions give you additional revenue which in turn allows you to create more content, then why not go out of your way to include them. I'm expecting Australia and Canada to return. Maybe not immediately, but they will be back, just like how Poland, Indonesia and Brazil will be back.
In fact, I would prefer that ALL specialization of Districts other than the City Center be done with Buildings/Structures rather than the District itself. City Center needs specialization since it is always the first District in the city, but 'specialization' - including any 'adjacency' bonuses, should be modeled at the building level.
Put a Market or Temple in a District that is adjacent to several other Districts - get Access bonuses to either building, because they both depend on maximum access by the maximum number of the population for their effectiveness and influence.
Put a Granary in the same District with a Harbor (or later, a Railroad Terminal) get a bonus to Food imported via water or railroad Trade Routes. Later, replace the Granary with a Grain Elevator (steam-powered, 19th century CE) and get an even bigger Bonus.
Combined with doing away with most 'terrain' adjacency bonuses, this among other things would stop the ridiculous scattering of bits of cities all over the landscape that happens now and result in cities that actually look like cities - and can be surrounded with City Walls instead of only protecing the city center and encampment.
Museums, as posted, would be generic unless/until 'themed' or replaced by Wonders which transcend Theming Museum is another structure that could benefit from being in/near the City Center or surrounded by other Districts because Access increases the effect and effectiveness of the building - the game should give you a reason for having clusters of Public Buildings (museums, temples, monuments, markets, etc) in/near the center of the city where they a re most available to the most people.
It's interesting for a human player, but I don't know if the AI would know how to deal with so much complexity. I don't know how districts will work in Civ7 (assuming the near certainty that they will return), but my biggest hope is that they will visually feel more like parts of the same city, and not like loose things without harmony. Also, I hope buildings are more flexible than in Civ6.
It's interesting for a human player, but I don't know if the AI would know how to deal with so much complexity. I don't know how districts will work in Civ7 (assuming the near certainty that they will return), but my biggest hope is that they will visually feel more like parts of the same city, and not like loose things without harmony. Also, I hope buildings are more flexible than in Civ6.
The nice thing about fixed constructions like Districts, especially if you take the Adjacency/Terrain bonuses away from them, is that the rules for placing them can become very simple and 'AI friendly' - All Districts must be adjacent to the City Center or a District adjacent to the City Center. Building X can be placed in any District. Bulding X gets Z Bonus if next to Buildings A, D, and F. It gets Z+2 Bonus if in the same District with them, it gets Z+1 if in an adjacent District.
Complex in that there are lot of Buildings in the game, but not complex in that any rule needs to be a wormy set of If-And-Or statements.
And, yes, a City should be represented by a set of adjacent Districts around the City Center,, with some pretty strict rules about how far away they can stretch until the Industrial Era and later. When you think about it, that's not as restrictive as it sounds: even a single row of Districts around the City Center gives you 7 potential District sites, which is more Districts than you usually have in the early game anyway - and now they could be flexible in that you aren't stuck with One Building per District at first.
Flexibility would come from Settlements - Less than city Districts separate and representing towns, hamlets or such feeding resources to the main City over a road/trade route or river link. The number of Settlements a City could get resources from might also be limited in the early game, but even 1 - 2 could potentially extend the City Radius considerably and allow access to that Iron/Copper/Camel Resource just a tile or two tool far away from that Great City Site . . .
The same logic applies to the Meiji Emperor of Japan, who is otherwise a slam dunk choice (arguably the best leader Japan have ever had in terms of sheer positive impact) but he himselfcannot be depicted if you want your game to be in the Japanese market. The Meiji empire can still be represented but it'll have to be through one of Meiji's prime ministers instead.
There is no bar, legal or social, to portaying the Meiji Emperor in fiction. There is a pernicious myth in parts of the Western World that lese-majeste laws still exist in Japan. But reppealing them, outright, were among of the many, many changes Douglas MacArthur demanded in 1947. Like modern Indian (or modern Anglospere) media, nothing of their own history in Japan is expressively taboo or forbidden. WW2 (which was after Meiji) is downplayed and approached in a different caste - moreso out of cultural shame - but even that, like many nations' views of that war, is changing as the last lingering veterans are dying, and is not strictly taboo, either.
There is no bar, legal or social, to portaying the Meiji Emperor in fiction. There is a pernicious myth in parts of the Western World that lese-majeste laws still exist in Japan. But reppealing them, outright, were among of the many, many changes Douglas MacArthur demanded in 1947. Like modern Indian (or modern Anglospere) media, nothing of their own history in Japan is expressively taboo or forbidden. WW2 (which was after Meiji) is downplayed and approached in a different caste - moreso out of cultural shame - but even that, like many nations' views of that war, is changing as the last lingering veterans are dying, and is not strictly taboo, either.
This. We've already had this discussion before.
Meiji doesn't appear often but there's absolutely no reference to it being caused by a ban on his depiction. Especially not in Japanese.
Who doesn't like RotK, right?
Want some trading cards?
How about his majesty enjoying steaks?
The focus for Meiji period works is simply on people who actually did things and as much as a rich Kansainese-speaking drunk is a great stereotype, daring heroics, innovations and revolutionary events take precedence.
And yes, we absolutely need Meiji just to have an excuse for some Kansai dialect in the game.
Civ methodically refuses to make them speak medieval (Late Middle) Japanese, then at least we can have them switch dialects.
I've been reading about Ashanti and I could see how perfect content it is to be in Civ: very well documented history, notable leaders, prominent economy, complex military organization, very well constituted political, administrative and legal organization...
There are so many options in which Ashanti can be designed, ranging from commercial and/or cultural civilization to a semi-warmonger with suzerainty/vassalage bonus. It's simply perfect to be in Civ and we can't deny that its inclusion is long overdue.
I've been reading about Ashanti and I could see how perfect content it is to be in Civ: very well documented history, notable leaders, prominent economy, complex military organization, very well constituted political, administrative and legal organization...
There are so many options in which Ashanti can be designed, ranging from commercial and/or cultural civilization to a semi-warmonger with suzerainty/vassalage bonus. It's simply perfect to be in Civ and we can't deny that its inclusion is long overdue.
I hope Africa sees quite a few new civs in 7 — Ashanti’s a great pick. I’m also hoping for Edo, Shona, and Swahili.
It’d be nice if 7 had a really long lifespan so Firaxis could flesh out regions that get relatively ignored in favor of more well known names. If we have to get civs like Canada and Australia, then a season pass or two would make up for it.
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