Bliss
Warlord
- Joined
- Dec 28, 2012
- Messages
- 237
Right now, every district have a distinct adjacency bonus so that its mere existence is justified even if you can't produce its buldings right away. However, Encampments are different, they give you +1GG point and the ability to defend itself after the city have walls, it also makes that tile unpassable.
The great people point is obviously welcomed, but the defense bonus is just so non-synergic that it makes this district underpowered. Civilizations building encampments plan on going offensive, this district however only improves your offense after you have buildings in it, and that takes precious investment.
Other districts don't work that way. They provide synergic bonuses right away.
My suggestion would be to make encampments produce a random unit every x number of turns (pretty much like military CS worked back in civ 5), so that you don't feel like the district will only be useful to your strategy after you have buildings in it.
The great people point is obviously welcomed, but the defense bonus is just so non-synergic that it makes this district underpowered. Civilizations building encampments plan on going offensive, this district however only improves your offense after you have buildings in it, and that takes precious investment.
Other districts don't work that way. They provide synergic bonuses right away.
My suggestion would be to make encampments produce a random unit every x number of turns (pretty much like military CS worked back in civ 5), so that you don't feel like the district will only be useful to your strategy after you have buildings in it.