How about removing population constraints for districts?

historix69

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Sep 30, 2008
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Districts can be quite powerful through their boni without having population working the tile. That's probably one of the reasons for limiting districts in a city based on population size.

By changing the bonus of a district into a bonus-yield which requires one or more citizen to work the district tile, the reason for limiting districts in a city should become obsolete. Furthermore unworked districts (or other unworked resources / improved tiles) should not provide any boni to other districts. Since all districts and many buildings also cost upkeep per turn, the decision to build a district or not would be an economical decision by the player and would no longer need the artificial restriction by population.

(The result might be that districts would become useful much later in the game when population in cities has reached a certain size.)
 
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I think they should maybe re-think which tech some of the districts are associated with. I believe most of the districts they have now come too early in the game.

There should be early districts which you would be able to build over eventually if you wanted. Then they should have districts that start to come around the time of the industrial revolution or the renaissance era. Ancient districts and contemporary districts.

This could allow older cities to have that flavor that newer cities lack in addition to giving us more stuff to build.

Military units are the only things that go obsolete in this game.
 
Historically most of the districts would be in the city center itself with only Harbor and Holy Site being outisde. Even the campus district was a urban thing for the most part outside of monasteries. A lot of the old major universities in Europe are urban. England and parts of America are really the only exception with college towns.
 
Historically most of the districts would be in the city center itself with only Harbor and Holy Site being outisde. Even the campus district was a urban thing for the most part outside of monasteries. A lot of the old major universities in Europe are urban. England and parts of America are really the only exception with college towns.
Holy Sites were generally urban, too. Cathedral towns, for instance, were major administrative centers in Europe, cities like Paris, Chartres, Orléans, York, Cordóba, Valencia, etc. Shrines might be in more remote locations, but Temples and third-tier Holy Site buildings are generally going to be in major population centers.
 
True but I am thinking that the Holy Site is like Monastic Sites which were not originally urban but that towns and cities eventually grew up around them.
 
Rather than “districts”, they should be satellite settlements, and then the “city” is the main city, all grouping into a “region”. It would make more sense to have multipurpose satellite towns, but this would probably be a Civ VII development at the earliest if they went this route.
 
True but I am thinking that the Holy Site is like Monastic Sites which were not originally urban but that towns and cities eventually grew up around them.
Fair, but none of the Holy Site buildings suggest a monastery--and the presence of cathedrals/mosques/wats/darha-e mehr/etc. suggest quite the opposite.

Rather than “districts”, they should be satellite settlements, and then the “city” is the main city, all grouping into a “region”. It would make more sense to have multipurpose satellite towns, but this would probably be a Civ VII development at the earliest if they went this route.
According to the devs, that's already supposed to be the implication, but the visuals don't really support that particular abstraction well.
 
According to the devs, that's already supposed to be the implication, but the visuals don't really support that particular abstraction well.

True, I think they did say that. I like thinking of it that way (the University has a town spring up around it, as does the market, etc.)
 
Isn't there a mod for this somewhere?
 
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