The recent interview with Ed in TheSixthAxis deals with the biggest changes to cities and districts in Civ7:
TSA: Finally, you’re keeping the unpacked city style from Civ 6, which was so visually arresting, but with the new transitions between civs, how are you evolving it for Civ 7?
Ed: There’s three big changes. The first one is that each urban tile is not assigned a specialty – it’s not a science district or a culture district – you get two building slots there and you can put whatever building you want there.
There second thing is cities have to grow out from the centre. It used to be that you had the centre of your city here, and your first district could be way out on the edge of the [city’s area], and players were like, “That doesn’t feel like the same city, that feels like little suburbs.” So now your city has to grow out from the centre.
The third thing is that as you go from one age to the next, the city buildings from the previous age lose their power. The new buildings from the new age are much, much better, and you want them to be in the choice spots where you put the earlier buildings for adjacency bonuses and things like that, so we have this system where you over-build. In the presentation we talked about how London was built in layers, and that’s very interesting because now the same part of the map you’ll get to figure out how you want to lay out your cities on it multiple times through a game, and that gives you all sorts of opportunities for this building gameplay to evolve and improve as you’re working on it.
Interview – Ed Beach on Civilization VII Ages, diplomacy & security blankets | TheSixthAxis
Civilization VII is coming at a really interesting time for the historical 4X genre, with a bunch of rivals having sprung up in the last few years, and
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