Wintervoid
Chieftain
- Joined
- Oct 25, 2016
- Messages
- 18
I like the new District system, but I will say that not all Districts are created equal. I tend to use the same districts game after game, and neglect the others. I imagine others have different Priorities.
For me, this is how I rate the districts (Not including Aqueducts and Neighborhoods)
1. Industrial Zone - I am betting this is number one for a lot of people. Every city has one ASAP.
2. Harbor - This is taking over the #2 spot from Commercial Hub. The main reason I like these is Trade Routes. Secondary reason is that I prefer the building that you can build in it vs a Commercial Hub. Harbors can't be built everywhere, but there are a priority if I have space/technology.
3. Commercial Hub - This is valuable because of the Trade Routes. It is somewhat interchangeable with the Harbor depending upon tech/terrain.
4. Theater Square - This is more of a later game addition, but especially for new cities I like to get one down to expand borders.
5. Encampment - This may get built earlier then some of the other districts, but many games I only build one in my main production city or sometimes in a strategic location for defense on a border city.
6. Entertainment - Another late game addition in most cases. It seems like I can keep current with Amenities through much of the game without these, but as cities grow, they are more essential.
7. Campus - Oh how the mighty have fallen. Rarely do I worry about Science, and if I do, 1-2 Campus are generally enough. I am glad to see Science is not the powerhouse it used to be, but I think it should be a bit more important to generate beakers.
8. Aerodrome - Rare to actually use these. Generally by the time I build these I have already effect9ively won the game, and they are just insurance in case I get attacked.
9. Spaceport - Like Aerodrome, these are mainly insurance for another victory path....but I have already effectively won by this stage.
10. Holy Site - I am sure this will be much farther up for many players, but after a few failed attempts to get Religion to work for me, I tend to just skip religion completely. Maybe I just have not seen the true benefits of Religion, but I don't think I have missed having it yet.
I have been playing on Emperor mainly. I have not played a conquest game for a while, and am self limiting myself to only use cities I have built. I am doing this to make the game more balanced, as it feels like I could win a domination game anytime I want vs the AI, and that doesn't seem fair/fun. That leaves me with Culture/Science for win conditions. I suppose I should dive into Religious for variety, and it seems like the AI does a bit better with Religious combat?
This list could change as I move up. Right now though, Production is King, and Trade Routes are Queen.
For me, this is how I rate the districts (Not including Aqueducts and Neighborhoods)
1. Industrial Zone - I am betting this is number one for a lot of people. Every city has one ASAP.
2. Harbor - This is taking over the #2 spot from Commercial Hub. The main reason I like these is Trade Routes. Secondary reason is that I prefer the building that you can build in it vs a Commercial Hub. Harbors can't be built everywhere, but there are a priority if I have space/technology.
3. Commercial Hub - This is valuable because of the Trade Routes. It is somewhat interchangeable with the Harbor depending upon tech/terrain.
4. Theater Square - This is more of a later game addition, but especially for new cities I like to get one down to expand borders.
5. Encampment - This may get built earlier then some of the other districts, but many games I only build one in my main production city or sometimes in a strategic location for defense on a border city.
6. Entertainment - Another late game addition in most cases. It seems like I can keep current with Amenities through much of the game without these, but as cities grow, they are more essential.
7. Campus - Oh how the mighty have fallen. Rarely do I worry about Science, and if I do, 1-2 Campus are generally enough. I am glad to see Science is not the powerhouse it used to be, but I think it should be a bit more important to generate beakers.
8. Aerodrome - Rare to actually use these. Generally by the time I build these I have already effect9ively won the game, and they are just insurance in case I get attacked.
9. Spaceport - Like Aerodrome, these are mainly insurance for another victory path....but I have already effectively won by this stage.
10. Holy Site - I am sure this will be much farther up for many players, but after a few failed attempts to get Religion to work for me, I tend to just skip religion completely. Maybe I just have not seen the true benefits of Religion, but I don't think I have missed having it yet.
I have been playing on Emperor mainly. I have not played a conquest game for a while, and am self limiting myself to only use cities I have built. I am doing this to make the game more balanced, as it feels like I could win a domination game anytime I want vs the AI, and that doesn't seem fair/fun. That leaves me with Culture/Science for win conditions. I suppose I should dive into Religious for variety, and it seems like the AI does a bit better with Religious combat?
This list could change as I move up. Right now though, Production is King, and Trade Routes are Queen.