dunkleosteus
Roman Pleb
Let me preface this by saying that I do not think this should necessarilly be implemented, only that I want to share my opinion of how the district system could more faithfully represent reality without significantly sacrificing aspects of the game.
To start, I really like the system of housing that limits population in civ 6. Having significant caps on growth in the early game are a much needed fix to the series, from a historical perspective. However, I believe that specifically there should be a cap on urban population, which should be distinct from a rural population.
Urban population should be limited by a housing cap, but this limit should be absolute- you cannot exceed it. However, the majority of your population would be rural- these are the citizens that work tiles for yields. The urban population are usually the only sources of culture or science yields, whereas rural population generates food and production. For the beginning of the game, your urban population cap will be relatively low. It is also important that growth is limited such that there is a maximum growth rate for population- any food above that will not speed up growth.
The urban population would be a lot like the specialists from civ V and could be used as civ6 specialists to work districts. There should also be specific bonuses thay apply to urban population, facilities within the city that improve the lives of only the urban citizens.
However, I believe that the above change should be used to serve the true ambition of this change: making districts historically logical.
Initially, the only tiles that are workable by your city are the 6 tiles imediately adjacent to the city, rather than all tiles within a radius of three. A new "district" (unaffected by the district limit) is added which is called a town. Towns cannot be built adjacent to your city centre or other towns. Towns enable you to work the 6 tiles adjacent to the town, in addition to the 6 around your city centre.
When districts do become available to you, you have two options when building them: districts must either be adjacent to an existing town or the city centre or, you can upgrade an existing town into a district, in essence specializing the town.
Throughout history, the greatest cities of the world often had a sprawling system of smaller towns and communities that functioned to support the town. In the modern world, these towns were often amalgamated into the larger metropolitan area but I think it's important to acknowledge their existence.
Towns themselves have a low production cost and so are not very difficult to build. Districts built on towns have a reduced construction cost associated with this.
Towns should also form roads after a few turns connecting them to their city centre.
I'm only interested in talking about this as a hypothetical, I am aware that something like this would probably make the AI explode.
To start, I really like the system of housing that limits population in civ 6. Having significant caps on growth in the early game are a much needed fix to the series, from a historical perspective. However, I believe that specifically there should be a cap on urban population, which should be distinct from a rural population.
Urban population should be limited by a housing cap, but this limit should be absolute- you cannot exceed it. However, the majority of your population would be rural- these are the citizens that work tiles for yields. The urban population are usually the only sources of culture or science yields, whereas rural population generates food and production. For the beginning of the game, your urban population cap will be relatively low. It is also important that growth is limited such that there is a maximum growth rate for population- any food above that will not speed up growth.
The urban population would be a lot like the specialists from civ V and could be used as civ6 specialists to work districts. There should also be specific bonuses thay apply to urban population, facilities within the city that improve the lives of only the urban citizens.
However, I believe that the above change should be used to serve the true ambition of this change: making districts historically logical.
Initially, the only tiles that are workable by your city are the 6 tiles imediately adjacent to the city, rather than all tiles within a radius of three. A new "district" (unaffected by the district limit) is added which is called a town. Towns cannot be built adjacent to your city centre or other towns. Towns enable you to work the 6 tiles adjacent to the town, in addition to the 6 around your city centre.
When districts do become available to you, you have two options when building them: districts must either be adjacent to an existing town or the city centre or, you can upgrade an existing town into a district, in essence specializing the town.
Throughout history, the greatest cities of the world often had a sprawling system of smaller towns and communities that functioned to support the town. In the modern world, these towns were often amalgamated into the larger metropolitan area but I think it's important to acknowledge their existence.
Towns themselves have a low production cost and so are not very difficult to build. Districts built on towns have a reduced construction cost associated with this.
Towns should also form roads after a few turns connecting them to their city centre.
I'm only interested in talking about this as a hypothetical, I am aware that something like this would probably make the AI explode.