[GS] How do you use Industrial Zones after the changes?

I built one in my capital with two adjacent irons and a neighboring city's aqueduct. I don't know that that's normal but it was fun to place and I hadn't really used IZs that much at all previously.
 
Well. I’ve definitely notice one big change - because the IZ placement rules are a bit more particularly, it’s much easier to reveal a resource and find your ideal IZ location blocked!

Hmm. Not really a complaint. I can be kinda fun having the game spike your plans in that way.

The new adjacency rules otherwise make looking for horses and Iron more interesting. So that’s kinda fun.
 
How do you show yields for each district all the time?
In GS they added a new lens, called the "Empire" lens. it shows the base district adjacency, before any cards or other modifiers. Same spot above the minimap you access settler lens or continent lens from.

It demands more thinking in advance instead of the old "where are three hills?" and balancing the potential downsides of 'wasting space' by - for example - placing an IZ between city centre, aquaduct and a dam on floodplains I'd normally use otherwise.
This was my biggest complaint for most civs before the patch. It was always the same, finding an arc of hills. I also feel like my cities look a lot cooler!
I've really changed how I look at floodplains. I used to be desperate to work them for the bonus yields when GS came out, but now I value them for the Dam/IZ interaction.

Well. I’ve definitely notice one big change - because the IZ placement rules are a bit more particularly, it’s much easier to reveal a resource and find your ideal IZ location blocked!

Hmm. Not really a complaint. I can be kinda fun having the game spike your plans in that way.

The new adjacency rules otherwise make looking for horses and Iron more interesting. So that’s kinda fun
I've found that the best time to build up the green districts in most "expansion" cities is right when you get visibility over niter. There's nothing new until coal, which is usually on hills and won't end up on floodplains anyways. But niter? Niter can stab you right in the back. I love getting dual strategic mines on one IZ for the +3. I swear they started putting multiple copies of horses/iron/niter together. It's a lot more fun for me too, especially with the resource changes making iron and horse relevant well into the industrial. I must become the ironmonger of the world!
 
I personally like how flexible they become, though it was a little annoying at first getting used to their adjacency nerf for mines.
 
I personally like how flexible they become, though it was a little annoying at first getting used to their adjacency nerf for mines.
My biggest pet peeve in this area is that the buckets for mines and lumbermills are separate.
Since the game rounds down within each category,
2 mines = +1:c5production:
2 lumbermils = +1:c5production:
1 mine & 1 lumbermill = +0:c5production:
If they were unified it would be much nicer. The text could just say "+X from Mines and Lumbermills." No one would be upset.
 
My biggest pet peeve in this area is that the buckets for mines and lumbermills are separate.
Since the game rounds down within each category,
2 mines = +1:c5production:
2 lumbermils = +1:c5production:
1 mine & 1 lumbermill = +0:c5production:
If they were unified it would be much nicer. The text could just say "+X from Mines and Lumbermills." No one would be upset.
I absolutely agree with that. Makes it odd.
 
1 mine & 1 lumbermill = +0:c5production:
If they were unified it would be much nicer. The text could just say "+X from Mines and Lumbermills." No one would be upset.
It could be even more, it could give you not only 0,5+0,5:c5production:, but another +1:c5production: for synergy, for +2:c5production: total. Stone and Marble quarries could also come into the picture for even more synergy.
 
I use them as an example of how some changes look a lot better on paper than in practice.
 
My biggest pet peeve in this area is that the buckets for mines and lumbermills are separate.
Since the game rounds down within each category,
2 mines = +1:c5production:
2 lumbermils = +1:c5production:
1 mine & 1 lumbermill = +0:c5production:
If they were unified it would be much nicer. The text could just say "+X from Mines and Lumbermills." No one would be upset.

Yeah, I don't really like how sometimes they use fractional yields, but sometimes it's whole numbers. Like my empire-wide science can get "4.5 science per turn", but a district adjacency is always 0/1/2/... and never like 0.5.
 
I love how it is now. I know it's Japan so the district synergy is higher, but they are really fun to place:

upload_2019-6-24_18-49-41.png


upload_2019-6-24_18-50-15.png


This last one is +4, which is not very impressive, but it would have been +3 in the previous version, and I can upgrade it to +5 with a couple of forests or districts (more with Japan).

upload_2019-6-24_18-51-51.png
 
I love how it is now. I know it's Japan so the district synergy is higher, but they are really fun to place:
I love seeing people do stuff like your Kyoto Osaka IZ: it's just really fun to set up stuff like that and Work in canals.
The new rules really make japan a blast. Unique factory, all the green districts give IZs +3, easy to build more districts for +1's...
I definitely feel that Germany is a whole level above even them, but it's more stressful because you need to plan a lot better. After seeing your picture I rolled a Japan - small continents.
I love that they integrated the new map pin system. It makes the IZ planning infinitely better.
Tack Life:
Spoiler :

upload_2019-6-24_17-8-18.png


I think i might like the look of a field of pins more than I like the actual districts!
 
I don't think about it that hard. I just play with instinct, which is why I lose.
 
I know it's Japan so the district synergy is higher, but they are really fun to place:
I've suddenly become very partial to this little trick for Canals:
Spoiler :

upload_2019-6-25_1-5-41.png


I don't know why i didn't think of this before - all you need to do is find a diamond of land on the coast with two flat tiles, and presto. For Japan that alone is +7. +5 for everyone else, easy to bump to +6 if you add a harbor. The nice part is, a squad of 5 military engineers (if you have a couple high prod cities with encampments, this is trivial) can slam out those canals in a matter of turns. That canal shape is just delicious - it looks like they really dug a canal for the IZ to access shipping on the shallow side of the cliffs, and the town is build up around it. Glorious!

EDIT:
Here's a happy little canal colony:
Spoiler :

upload_2019-6-25_1-52-37.png

Left to right they +9,+11,+9. Japan is fun!
 
Last edited:
In GS they added a new lens, called the "Empire" lens. it shows the base district adjacency, before any cards or other modifiers. Same spot above the minimap you access settler lens or continent lens from.


This was my biggest complaint for most civs before the patch. It was always the same, finding an arc of hills. I also feel like my cities look a lot cooler!
I've really changed how I look at floodplains. I used to be desperate to work them for the bonus yields when GS came out, but now I value them for the Dam/IZ interaction.


I've found that the best time to build up the green districts in most "expansion" cities is right when you get visibility over niter. There's nothing new until coal, which is usually on hills and won't end up on floodplains anyways. But niter? Niter can stab you right in the back. I love getting dual strategic mines on one IZ for the +3. I swear they started putting multiple copies of horses/iron/niter together. It's a lot more fun for me too, especially with the resource changes making iron and horse relevant well into the industrial. I must become the ironmonger of the world!

My biggest pet peeve in this area is that the buckets for mines and lumbermills are separate.
Since the game rounds down within each category,
2 mines = +1:c5production:
2 lumbermils = +1:c5production:
1 mine & 1 lumbermill = +0:c5production:
If they were unified it would be much nicer. The text could just say "+X from Mines and Lumbermills." No one would be upset.

I love seeing people do stuff like your Kyoto Osaka IZ: it's just really fun to set up stuff like that and Work in canals.
The new rules really make japan a blast. Unique factory, all the green districts give IZs +3, easy to build more districts for +1's...
I definitely feel that Germany is a whole level above even them, but it's more stressful because you need to plan a lot better. After seeing your picture I rolled a Japan - small continents.
I love that they integrated the new map pin system. It makes the IZ planning infinitely better.
Tack Life:

I think i might like the look of a field of pins more than I like the actual districts!

Placing IZs next to infrastructure and strategic resources definitely feels more satisfying and fun.

I don't mind the separate buckets for lumbermills, mines etc. It makes placement a bit more tricky, which is good. But I do think the non-infrastructure Adjacencies themselves need a look - 0.5 for Mines and Mills but +1 for Quarries just feels a bit all over the place.

I've suddenly become very partial to this little trick for Canals:

I don't know why i didn't think of this before - all you need to do is find a diamond of land on the coast with two flat tiles, and presto. For Japan that alone is +7. +5 for everyone else, easy to bump to +6 if you add a harbor. The nice part is, a squad of 5 military engineers (if you have a couple high prod cities with encampments, this is trivial) can slam out those canals in a matter of turns. That canal shape is just delicious - it looks like they really dug a canal for the IZ to access shipping on the shallow side of the cliffs, and the town is build up around it. Glorious!

EDIT:
Here's a happy little canal colony:
Spoiler :

View attachment 527653
Left to right they +9,+11,+9. Japan is fun!

Love it.

I assume the canals themselves aren't actually doing anything, right?

(Man. If FXS gave IZs a +2 for Harbours this would get very fun. It would be particularly good for Netherlands too...)
 
(Man. If FXS gave IZs a +2 for Harbours this would get very fun. It would be particularly good for Netherlands too...)
While I do think it would heavily displace the CH because +2 production is just so much better than +2 gold, harbors are pretty readily placeable and i think this would over tune the IZ. Harbor-IZ-Aqueduct would be an extremely simple powerhouse combo; no standard district has it that easy. IMO it would be better if it went the other way, so harbors got the bonus. That way it would much more strongly skew to coastal empires benefiting - people would 100% build harbors just to support IZs, but land based empires will be a lot more hesitant to build an IZ just to support a harbor. This way you need to use the Naval Infrastructure card to get the most out of it, which is something I suspect a very small group of players actually use (except maybe us.)
I assume the canals themselves aren't actually doing anything, right?
While I'd love for them to do something like grant static gold to trade routes going through them, union rules require they do nothing at all. My :c5influence: hands are :c5occupied: tied on this one.
Although if canals did give like +4:c5gold: gold to trade routes passing through them, this sort of placement would make it easy to get that bonus because any sea route has to go through the canal to get out of the city!
 
While I'd love for them to do something like grant static gold to trade routes going through them, union rules require they do nothing at all. My :c5influence: hands are :c5occupied: tied on this one.
Although if canals did give like +4:c5gold: gold to trade routes passing through them, this sort of placement would make it easy to get that bonus because any sea route has to go through the canal to get out of the city!

I'm pretty sure canals give bonus gold to trade routes passing through them, at least that's what it says in the civilopedia and the Civ Wiki. I haven't checked the numbers myself, I'll probably do that in my next game. The tricky part would be figure out what exactly the bonus is, it will probably be lumped in with the category "from other bonuses".
 
I've suddenly become very partial to this little trick for Canals:

I don't know why i didn't think of this before - all you need to do is find a diamond of land on the coast with two flat tiles, and presto. For Japan that alone is +7. +5 for everyone else, easy to bump to +6 if you add a harbor. The nice part is, a squad of 5 military engineers (if you have a couple high prod cities with encampments, this is trivial) can slam out those canals in a matter of turns. That canal shape is just delicious - it looks like they really dug a canal for the IZ to access shipping on the shallow side of the cliffs, and the town is build up around it. Glorious!

EDIT:
Here's a happy little canal colony:
Spoiler :

View attachment 527653
Left to right they +9,+11,+9. Japan is fun!

Also makes the coastal IZ for Venetian Arsenal more worthwhile. It's often hard to find a high adjacency spot for that.
 
While I do think it would heavily displace the CH because +2 production is just so much better than +2 gold, harbors are pretty readily placeable and i think this would over tune the IZ. Harbor-IZ-Aqueduct would be an extremely simple powerhouse combo; no standard district has it that easy.

Sigh... I know you're right...
 
Unless I'm reading this wrong, IZs didn't really get the massive boost that was thought, only a marginal boost that barely impacted gameplay as it turned out. This makes me sad.
 
I used it poorly. I got so worried about getting as much as I could from adjacency that I didn't give much attention to being effective on regional effects, so I ended up with a lot of overlaps and built more regional building than I should, which lead to more CO2, which give me negative favors and I kinda want favors for my diplomatic victory.

I built more IZs than I usually do but even though there's more types of adjacency, I feel like it's harder to get good adjacency where I need to place the IZ with regional effects in mind, because now it require two mines so you end up building the IZs near stronger boosts, like strategic resources, quarries and Aqueducts/Dams. I also built more aqueducts than I usually do.
 
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