I Hope We See a Return of Districts like Dams, Canals and Aquaducts in Civ 7.

sTAPler27

Prince
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Pretty self explanitory but one of my favorite features of Civ 6 was the fact that not only did all the specialty districts have buildings that served a unique feature whether that be providing power or buying specific units but that there was also non specialty districts that were primarily used for providing a ability over a set yield. With the river rework I feel like now more than ever do we need this three districts in particular potentially with a proper bridge improvement as well beyond Golden Gate. Canals would allow you to further take advantage of the new navigable rivers system. Along with that not only do dams help with the return of natural disasters but they also played into the power and pollution mechanics of 6 which I'm really hoping make a return alongside the rest of Gathering Storms additions which I now feel are essential to the franchise.

I do hope that eventually they re add housing as a mechanic because it served as an interesting and realistic way to make players think about how to grow their empire. Sure you could send caravans to a city strapped for farmable tiles but that meant nothing if the people had nowhere to live. However I can see why housing was removed as city sprawl more than ever is tied to population so I propose that as more techs unlock in the modern era you gain access to more building slots in urban districts with a switch in city visuals to show that your cities are becoming more vertical and dense.
 
Pretty self explanitory but one of my favorite features of Civ 6 was the fact that not only did all the specialty districts have buildings that served a unique feature whether that be providing power or buying specific units but that there was also non specialty districts that were primarily used for providing a ability over a set yield. With the river rework I feel like now more than ever do we need this three districts in particular potentially with a proper bridge improvement as well beyond Golden Gate. Canals would allow you to further take advantage of the new navigable rivers system. Along with that not only do dams help with the return of natural disasters but they also played into the power and pollution mechanics of 6 which I'm really hoping make a return alongside the rest of Gathering Storms additions which I now feel are essential to the franchise.

I do hope that eventually they re add housing as a mechanic because it served as an interesting and realistic way to make players think about how to grow their empire. Sure you could send caravans to a city strapped for farmable tiles but that meant nothing if the people had nowhere to live. However I can see why housing was removed as city sprawl more than ever is tied to population so I propose that as more techs unlock in the modern era you gain access to more building slots in urban districts with a switch in city visuals to show that your cities are becoming more vertical and dense.
The population you can fit in an urban district starts increasing in the Exploration age.
 
It'd be a massive missed opportunity if canals are never a thing in civ 7 imo, I could see them working very similarly to railways by placing locks on navigable river tiles which are then automatically connected if they're in range of each other. Loved trying to build canals through continents in Civ 6, it'd be very nice to be able to do it in 7 but without nearly as much hassle.
Tile-spanning bridges I'd be keen to see as well, although they might come pretty late in the tech tree to be all that much use.
 
I think they told about bridges too on navigable rivers, to be able to expand urban districts on the other side?
They did, I do hope though they add the ability to build bridges over one tile coastal gaps though too. Mostly just for the fun of connecting islands to the mainland.
 
Of the three, aqueducts and canals would seem like No Brainers: early canals, like the Chinese Grand Canal, could extend navigable rivers and so give inland cities access to global sea trade routes in addition to their connective movement function between lakes and seas., Aqueducts could be used to improve and expand cities with fresh water and irrigation, again as in real life with places like Nineveh, Babylon, Rome.

Dams have a potential problem, in that what happens when you Dam a navigable river? IRL 'canals' were frequently built around the dam to keep traffic flowing (in fact, one of the earliest canals on record was around a set of Nile rapids in Egypt to improve traffic on the river), but the dam and its structures do provide a potential bottleneck to traffic and trade.

Of course, in game terms they could give the gamer a nice Either-Or decision by making a dam block the navigable river, so the gamer has to choose between the trade traffic on the river and the improvements to the city from flood control, irrigation and fresh water supply - at least until later in the game, when Lock mechanisms make it easier to move ships around the dam, a technology that (except in China) came around the end of the Antiquity/beginning of the Exploration Age in the game.
 
We know floods are returning so it seems probable Dams are, as well.
 
If they do return I hope they’re more useful than in Civ 6. Occasionally, I built a d aquaduct if I didn’t have fresh water and the land was good.
A dam only once or twice because I wanted to to boost a industrial zone and that as only for the yields

I don’t think I ever built a canal. With navigable rivers a thing, canals make more sense
 
I think they told about bridges too on navigable rivers, to be able to expand urban districts on the other side?
Hopefully you can build on both sides without a bridge, but a bridge for quick traversal?
 
There are the Fishing Quay and the Wharf and the Lighthouse, I think.
Oh yeah I forgot. Did they say if minor rivers will have these too or if they'll function as land tiles. If so I wonder what their purpose will be outside of that growth bonus. Irrigation maybe?
 
I’ve never found Canals particularly useful; I’ve never been in a situation where I truly needed to build them. Aqueducts weren’t very important for me either, except when I wanted to construct Industrial Zones with high adjacency bonuses. Dams, on the other hand, were quite necessary.

However, since Civ7 introduces new rules and map dynamics, these districts might become useful this time around. But I haven’t seen them anywhere yet, so perhaps they’ll come in expansions.
 
You need an urban district, whatever the buildings in it are, as you can only build urban districts next to another.
Yes, bvut does it need to be a bridge?
 
I’ve never found Canals particularly useful; I’ve never been in a situation where I truly needed to build them. Aqueducts weren’t very important for me either, except when I wanted to construct Industrial Zones with high adjacency bonuses. Dams, on the other hand, were quite necessary.

However, since Civ7 introduces new rules and map dynamics, these districts might become useful this time around. But I haven’t seen them anywhere yet, so perhaps they’ll come in expansions.
See I never really used canal either but I'd build them whenever I could just because there's something reall satisfying about it. It helps that they passively provide gold for trade routes that use them which means they probably did soemthing even if I didn't notice. It's just that you get access to them so late in the game and by that point you're usually making so much gold you don't notice a change in gold per turn unless its added by something that tells you how much gold it adds dierectly.
 
Yes, bvut does it need to be a bridge?
I'm almost certain from watching the streams they just needed buildings that need to be build in coastal or river tiles on that tile, making it a urban district to then be able to make more urban adjacent tiles on the other side.

If there are bridge in the games, probably is just something that happens when you make a road with trade that crosses a river, or if a building similar to walls that can be an exta thing in a tile, in this case probably just to not end movement to land units passing by.
 
If there are bridge in the games, probably is just something that happens when you make a road with trade that crosses a river, or if a building similar to walls that can be an exta thing in a tile, in this case probably just to not end movement to land units passing by.
I think it was in the Antiquity Stream and again in either the Exploration or Modern stream they mentioned that bridges are Urban Districts.
 
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