Few questions about districts

kamex

Emperor
Joined
Sep 13, 2008
Messages
1,272
Location
UK
Sorry in advance if some of these have been asked before:

How are districts built? Is it a production or gold cost etc?

Can you only have one district of a given type per city? If not, in the past science is king, so whats stopping you from spamming campus everywhere other than food / production limitations.

If the above is true, can you build multiples of the same building per city?

Do you have to 'work' district tiles, and if so do you only get the effects of the buildings if they are currently worked?

Can districts be build on any tile? I thought I heard somewhere they can't be in the inner most ring?

Can a district be worked by a different city if the border rings overlap?

Bonus question: Does anyone know if GP improvements are still in the game. Would be competing for space with districts, improvements and wonders...
 
How are districts built? Is it a production or gold cost etc?

Regular production in city.

Can you only have one district of a given type per city? If not, in the past science is king, so whats stopping you from spamming campus everywhere other than food / production limitations.

If the above is true, can you build multiples of the same building per city?

1 district of each type per city

Do you have to 'work' district tiles, and if so do you only get the effects of the buildings if they are currently worked?

A citizen required to be assigned to district.

Can districts be build on any tile? I thought I heard somewhere they can't be in the inner most ring?

Each district may have restrictions.

Can a district be worked by a different city if the border rings overlap?

No direct confirmation, but it would be really weird if district could be worked by another city.

Bonus question: Does anyone know if GP improvements are still in the game. Would be competing for space with districts, improvements and wonders...

We don't know, but looks like they are out.
 
Check out the feature-post by bite in the features-thread. Click on the arrow next to bites Name and you'll be at the updated original post.
Spoiler :
civ_6_banner_153644.jpg


Civilization 6 Features

Civilizations

There will be 18 civilizations in the base game

civ6-teddy_48198.jpg

America
Leader Theodore Roosevelt
Historical Agenda The Big Stick Policy - Does not like people who start wars on his continent
Civilization Ability Founding Fathers - Shortens the time needed to obtain Governmental Legacy Bonuses
Leader Ability Can build the Rough Rider, Bonus to fighting on its home continent, Bonus tourism for National Parks
Unique Unit P-51 Mustang
Unique Building Film Studio - Increases Tourism Yields

China
Leader Qin Shi Huang
Historical Agenda Hates people with more Wonders than him
Civilization Ability
Leader Ability Builders get one extra use before disappearing, and can use that to help rush Ancient/Classical wonders
Unique Unit
Unique Tile Improvement Great Wall

civ6-cleo.jpg

Egypt
Leader Cleopatra
Historical Agenda Queen of the Nile - Does not like Militarily weak Civilizations
Civilization Ability
Leader Ability
Unique Unit Maryannu Chariot Archers
Unique Tile Improvement Sphinx Monument

civ6-victoria.jpg

England
Leader Victoria
Historical Agenda
Civilization Ability British Museum - Archeological Museums have extra artifact slots and each museum gives more archeologists
Leader Ability Red Coat - fighting stronger when fighting away from the capital's continent. They can disembark without using a movement point.
Unique Unit Sea Dog - a unique naval unit that can bully weaker units and capture enemy ships
Unique District Royal Navy Dockyard - provides bonus movement for naval units built there, bonus gold for dockyards on other continents and great admiral points


India
Leader
Historical Agenda
Civilization Ability
Leader Ability
Unique Unit Elephant Archers
Unique Building

Japan
Leader - Hojo Tokimune
Historical Agenda
Civilization Ability
Leader Ability
Unique Unit Samurai
Unique Building

Spain
Leader
Historical Agenda
Civilization Ability
Leader Ability
Unique Unit Conquistador
Unique Building


Aztecs
India
France
Mongols

Not Civilizations in Base Game due to City State inclusion
Hittites
Israeli
Olmecs
Swahili

cities.jpg


Cities

For the first time in the series you will not be building buildings and wonders in a single city tile, instead you will be building/placing 'districts' on a tile (in a similar vein to Endless Legend). This will require you to defend not just the city center but the whole area.

Wonders

Alhambra
Big Ben of London
Chichen Itza (city of)
Colossus of Rhodes +Gold, +Great Admiral Points, + Trade Route output
Colosseum of Rome +Culture, +Amenity, +Culture/Amenity for all cities, Must: Flat Land, next to Entertainment Complex
Eiffel Tower of Paris +Appeal on each tile of your Civ, Must: on flat land, next to City Centre
Great Library of Alexandria +Science, 2 Great Writing slots, +Research on Ancient and Classical Era Techs, Must: next to Campus with Library
Great Lighthouse of Alexandria
Hagia Sophia of Istanbul +Faith, +Great Prophet points, Apostles and Missionaries have one extra charge, Must: next to Holy Site, have founded a Religion
Hanging Gardens of Babylon +growth in all cities, Must: next to River
Mahabodhi Temple of Bodh Gaya +Faith, 2 free Apostles, Must: on Woods, next to Holy Site with Temple, have founded a Religion
Mont St. Michel of Normandy +Faith, 2 Relic slots, apostles get Martyr Ability, Must: on Floodplains/Marsh
Oracle of Delphi +Faith, +1 point to all Great People, Must: on hills
Pyramids of Giza +Culture, one free Builder, Builders get extra charge, Must: on Desert/Flood Plains
Stonehenge of Wiltshire +Faith, Free Great Prophet, Must: on flat land, next to Stone
Terracotta Army of Xi'an +Great General Points, free promotion for all land Units, Archeologists can enter territory without a Open Boarders agreement, Must: on grasslands/plains, next to Encampment with Barracks or Stable
Venetian Arsenal of Venice +Great Engineer points, receive a second navel vessel when every you build one in this city, Must: next to Coast, next to Industrial Zone

Districts & Buildings

There will be 12 types of districts, each with a different role and different bonuses with the terrain, limited by population, It looks like you can have 1 district per 3 people

Housing is a soft cap on the size of your cities you can have more population than housing but that will create unhappiness

City Centre

Ancient walls Walls around City Centre and Encampment, adds ranged attack, must be defeated before you can take the city
Granary
Monument +Culture
Water Mill +Food, +Food for Rice and Wheat, +Housing/Production

Aqueduct Brings water from Rivers/Oasis/Mountains to boost population

Sewers

Commercial Hub - Bonuses if built next to Rivers

Entertainment Complex

Harbor

Lighthouse
Shipyard +Great Admiral points, +Combat experience for new Naval Units, +Production = to the adjacency bonus of the Harbor district, Must: have already built a Lighthouse

Holy Site +Great Prophet Points, Major Bonus next to Natural Wonders, Standard bonus next to Mountains, Minor bonus next to Woods and adjacent Districts

Cathedral
Meeting House
Shrine +faith, +Great Prophet points

Industrial Zone Standard bonus next to Mine/Quarry, Minor bonus adjacent Districts

Military Encampment +Great General Points, Must: not be next to the City Centre

Barracks +Production, +Housing, +25% production of Melee/Ranged, Must: no Stables in encampment
Military Academy
Stable Must: no Barracks in encampment

Research Campus Bonuses if built near Jungle, Rainforest and Mountains

Library
University
Research Lab

Spaceport Required for the Science Victory

Theater Square +Great Artist points, Standard bonus next to Wonders, Minor bonus adjacent Districts

Projects

Holy Site Prayers Converts Production into Faith. Earn Great Prophet Points upon completion.

Terrain Buildings

Farm +food, +Housing, adjacency bonus next to other farms
National Park for Culture victory
Plantation + gold, +housing
Quarry +Production

Units

You can combine certain units together to increase the number of units per tile, this can include more of the support units that use to be their own unit in past games.

You can also combine units of the same type to create armies

Units can embark without the need for transport vessels

Military Units

Bombers - can attack districts
Catapult
Heavy Chariot
Infantry
Pikemen
Slinger
Warriors

Support Units

Anti-tank Artillery
Battering Ram melee units can damage city walls
Field Medics

Civilian Units

Builders Insta-builds but only has limited charges
Scout
Settler more view range than Civ 5
Trader Builds roads

Religious Units

Apostles
Inquisitors
Missionaries

the_map.jpg

The Map

Terrain

Cliffs stop Units from Embarking
Coast
Deserts
Floodplains
Grassland
Marsh
Mountains
Oasis
Plains
Rainforests
Woods

Resources

Bananas
Chocolate
Cinnamon - Luxury - Only from Zanzibar City State
Citrus
Cloves - Luxury - Only from Zanzibar City State
Coal
Coffee
Cotton
Copper
Cows
Crabs
Deer
Fish
Gems
Horses
Iron
Ivory
Oil
Pearls
Rice
Salt
Sheep
Stone
Tea
Tobacco
Whales
Wheat
Wine

Natural Wonders

Crater Lake
Great Barrier Reef
Pantanal

systems.jpg

Systems

Archeology

City States & Envoys

City States are back but slightly different to Civ 5. Now quests only appear when you have sent an Envoy to a city state, completing the quests will add more envoys to the City State. The more Envoys you have the bigger the bonus until you become the Suzerain and unlock their special unique bonus.

All City States have a unique Suzerain Bonus

Hattusa (Scientific) +1 strategic resource you have uncovered but do not own
Jerusalem (Religious) Converts to your religion and exerts the same pressure as a holy city.
La Venta (Religious)
Zanzibar (Trade) Gives you access to Cloves and Cinnamon Luxury resources


Civics

Civics are now a research tree all unto themselves, using Culture, here you will unlock some buildings and Wonders as well as new Governments and Social Policies

Diplomacy

Becomes more complicated as time progresses

Espionage

You get your first bit of information by trading with Civs, you can then follow this up with a delegation and then a proper spy

Happiness

Happiness will now be local rather than global

Governments

In Civ 6 you have a choice of many governments, you start off as a chiefdom and over time you can unlock new government types from the Civic Tree. Each government has a different number of card slots which you can insert social policies which you can unlock in the Civic Tree, some may have more military slots, or more culture slots or more wild card slots. When you unlock a government or social policy from the Civic Tree you can swap it out for free, if you want to change later it costs gold.

Autocracy - 2 military slots, 1 economic slot & 1 wildcard slot, bonus to unit melee strength and XP
Chiefdom - 1 economic slot & 1 military slot
Classical Republic - 2 economic slots, 1 diplomatic slot & 1 wildcard slot, bonus to Amenities and Great People generation
Communism
Democracy
Fascism
Merchant
Monarchy
Oligarchy - 1 military slot, 1 economic slot, 1 diplomatic slot & 1 wildcard slot, bonus to yields in capital and Wonder production
Theocracy

Great Works

Great People

Once you get enough points for a Great Person you get to pick the next available Great Person, however they all have slightly different bonuses, so you may want to wait for someone else to get them, and see if the next one works better for you.

Great Admiral
Great Artist
Great Engineer
Great Merchant
Great Prophet Used to found a Religion
Great Scientist

Religion

Can be founded at Holy sites or some World Wonders

You keep your pantheon no matter which religion you adopt

Known religious option at this time are Christianity and Judaism

Research

Your location will be playing a larger role in what area's you will be researching, for example if you are researching masonry and you build a stone quarry you will get a bonus, this is called a Eureka Moment and can be up to 50% of the technology. Conversely this will make if difficult for you to research techs for things you don't have experience with, like seafaring when you are in the middle of an continent not near the sea.

Social Policies

Social policies which you can unlock in the Civic Tree are used to insert into Governments (each Government has a different number of slots you can use)

Social policies come in four different types Military, Economic, Diplomatic, Wildcard

Some examples include

Retainers - +1 Amenity for cities with a garrisoned unit.
Maritime Industries - +100% Production towards Ancient and Classical era naval units
Survey - Double experience for Recon Units
Discipline - +5 Combat Strength when fighting Barbarians

Meritocracy - Each City receives +1 Culture for each specialist district it constructs.
Caravansaries - +2 Gold from all Trade Routes
Urban Planning - +1 Production in all cities.
God King - +1 Faith and +1 Gold in Capital.
Land Surveyors - Reduces cost of purchasing a plot by 20%
Colonization - +50% Production towards Settlers

Diplomatic League - The first Envoy you send to each City State counts as two Envoys
Charismatic Leader - +2 Influence Points per turn towards earning City State Envoys

Literary Tradition - +2 Great Artist Points per turn.
Revelation - +2 Great Prophet points per turn.
Inspiration - +2 Great Scientist Points per turn.


Trade Routes

The turn length of Trade Routes depend on distance

Tourism

Seems to have something to do with the Appeal rating on tiles

Victory Types

Culture Victory

Will involve tourism and things such as National Parks, Tile Appeal, Museums etc

Religious Victory

Science Victory

War

There are now Just and Unjust wars and as time goes on the diplomatic penalty for unjust wars increases significantly





All information from 2k/Firaxis media releases, Lets Play videos, Gaming Site previews and from aggregate sites Reddit and Well of Souls
 
Sorry in advance if some of these have been asked before:

How are districts built? Is it a production or gold cost etc?

They are built from the city's build queue with production, much like buildings were in civ5. The big difference is that you have to select the tile where you want to build the district. Districts are essentially spaces on the main map that will contain your buildings.

Can you only have one district of a given type per city? If not, in the past science is king, so whats stopping you from spamming campus everywhere other than food / production limitations.

No, only 1 district type per city.

If the above is true, can you build multiples of the same building per city?

No, you cannot build multiples of the same building per city.

Do you have to 'work' district tiles, and if so do you only get the effects of the buildings if they are currently worked?

My guess is that you can put specialists in them like we did with cities in civ5. Each building in the district adds its bonuses to that tile.

Can districts be build on any tile? I thought I heard somewhere they can't be in the inner most ring?

I think it is the military district that cannot be built in the inner ring. There might be other restrictions. Districts do get bonuses based on terrain. For example, holy sites gets extra faith for mountains in adjacent tiles.

Can a district be worked by a different city if the border rings overlap?

They probably just give bonuses to whatever city they are in the radius of.

Bonus question: Does anyone know if GP improvements are still in the game. Would be competing for space with districts, improvements and wonders...

Great People are in the game but will work differently. Districts provide GP points. Districts, tile improvements and wonders do complete for space which will be a big part of the decisions that the player will need to make. In the late game, players will need to replace farms with a wonder or a district.
 
Bonus question: Does anyone know if GP improvements are still in the game. Would be competing for space with districts, improvements and wonders...

No one knows... if they are in, there are a few possibilities
1. They are just the same as in civ5
2. They are placed under certain restrictions
3. They are placed in appropriate Districts as a '4th building' (each district only handling one)
4. They are placed in appropriate Districts as "Super specialists" (each district having multiples)

[in any case the 'improvement' could have different effects for each GP... and maybe some can make improvements and some can't]

I'm hoping for #3
 
Another possibility I can think of is being able to create some "great work" that is stored in district's buildings - religious relics, great works of art etc. that will provide bonus to the appropriate yield.
Also - GP are going to be personalized so maybe there is a different possibility for different GP.
 
Do you have to 'work' district tiles, and if so do you only get the effects of the buildings if they are currently worked?
A citizen required to be assigned to district.
That is, as far as I am aware, pure speculation. The only time we have ever seen the Manage Citizens UI, the city had no districts.
 
Another possibility I can think of is being able to create some "great work" that is stored in district's buildings - religious relics, great works of art etc. that will provide bonus to the appropriate yield.
Also - GP are going to be personalized so maybe there is a different possibility for different GP.


I was thinking of that specifically for the Artists+Prophets (since great works of art/relics are mentioned)

But I guess you could also have it for other Great Persons

Scientist... Great Work of Writing/Research Treatise (different great works of writing could have different effects..scientist writings would produce more science, artist writings would produce more culture)

Merchant...Corporation (can get moved around)
General...Great Battle Plan???
Admiral...Great Voyage???
Engineer... Great Design???

OK it doesn't work quite as well for some of the others... but I definitely like the idea for some Great Scientists. (Darwin can produce Origin of Species... giving you a science bonus ...with an additional science bonus if it is in a University library or an additional culture bonus if it is in an Amphitheater "now playing the critical hit "HMS Beagle")
 
That is, as far as I am aware, pure speculation. The only time we have ever seen the Manage Citizens UI, the city had no districts.

We've seen tooltip from district tile, it said it uses 1 population. We also speculated whether it means the district could use more than 1.
 
That is, as far as I am aware, pure speculation. The only time we have ever seen the Manage Citizens UI, the city had no districts.

Quill did a quick Q&A on a livestream the day his preview vid came out; I asked him and he confirmed the district does need to be worked. I'm afk atm, I'll see if I can find a link later if you'd like.
 
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