Ideas for The Perfect 4X Historical Game

I just got a cool leader idea. Instead of Historical leaders at the start, historical leaders get unlocked as you do certain tasks in a specific era as a specific civ.

some will be harder than others like Conquering x cities as Classical Greece unlocks Alexander, Getting a Great Work as ancient Sumeria unlocks Gilgamesh, etc.

not all Civs will get Special Leaders and 3 eras will have no special leaders (Pre-Civ, Contemporary, Future)
 
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I just got a cool leader idea. Instead of Historical leaders at the start, historical leaders get unlocked as you do certain tasks in a specific era as a specific civ.

some will be harder than others like Conquering x cities as Classical Greece unlocks Alexander, Getting a Great Work as ancient Sumeria unlocks Gilgamesh, etc.

not all Civs will get Special Leaders and 3 eras will have no special leaders (Pre-Civ, Contemporary, Future)

An interesting concept, but finding the 'Unlocking' events or decisions will be a real problem, because either it requires you to recreate exact conditions in your Civ that match those that produced the Historical Leader, or they become near-random.
And finding the proper Unlock Conditions is going to be a real problem. If you go for anything resembling Historical preconditions, you enter a genuine Rat's Nest; for example:

Monarchy has been called 'Government by Chance" because no one has succeeded in predicting how to produce a competent, let alone brilliant, Heir to the Throne, and the historical record of attempts is not reassuring. In fact, you would have to say that a brilliant Leader produces more often than not a mediocre Heir and replacement.

To take Alexander of Macedon as a specific example, he had a father (Phillip) who was brilliant at both military leadership and administration and diplomacy, but he also had Aristotle and a Spartan pedagogue for tutors and grew up in a society which placed great emphasis on physical prowess, competitiveness and combat skills. How does one parse this: require certain Civics/Social Policies to produce an Alexander, along with an over-achieving predecessor and influence from a neighboring culture that emphasized rational enquiry? Damned hard to put all that together, and simplifying the process may leave you with extreme randomness, unrealistic choices, or Too Many Alexanders.

Right now, the game has two broad categories of Leaders: the Civ Leaders, and the Great People (especially the Great Generals). One possibility might be to expand on these two and 'meld' some of their separate characteristics.
For instance, how about a Great General who, if successful, can replace your current Leader? Given that we have several Great Generals (Hannibal, Napoleon, Gustavus Adolphus, Eisenhower) that were in fact also Leaders of their respective Civs, this is not too great a leap.
Another possibility would be to add more types of Great Leaders, which has been discussed before on these Forums. I would specifically argue that we need two new types that relate to this discussion: Great Administrators or Ministers, and Great Felons.
By the first I mean those political/diplomatic/administrative subordinates (and some not so subordinate) who could materially affect, improve, or modify the nominal Civ Leader. People like Solon of Athens, Alcuin, Hasdai ibn Shaprut, Nizam al-Mulk, Oxenstierna, Richelieu, Olivares, etc. One of these could, in effect, change or add to the UA of the actual Leader, giving you the effect of a change of Leaders.
Great Felons I originally proposed as a source of humor for the game: Great People You Did Not Want but were stuck with, like great bandits who lowered your Gold reserves (Rob Roy, John Law, Charles Ponzi). But in the context of Leaders, they could also be Modifiers. For instance, Hassan i-Sabbah (the head of the Hashashim) or Guy Fawkes or John Booth could remove or force a change in your Leader or Great Minister by killing him off (or killing off someone else's Minister or Leader!). Stenka Razin, Bogdan Khmelnitskii, Bakunin, Lenin, or Marat could foment a Revolution that upends your entire Civ, including potentially removing a Leader or other Great People.

Just thoughts so far, but I think that anything that adds Dynamism to parts of the game that are now Static - like having the same leader throughout the game - will be a Positive Thing.
 
I was thinking of an achievement like mechanic but that works better

You could also possibly unlock them by meeting them in game which is a special event (although the randomness could be an issue)
 

The idea of a 'starting culture' is not that new, but my take is that the way to implement this is with a starting Civic or Social Policy or Policies. AND if we want to have a 'Neolithic Start', which is a Very Good Idea IMHO, that starting culture is subject to major changes before and after you settle down and start your first city. Am reading a book now on the paleolinguistic evidence for Proto-Indo-European language and its development into the Indo-European languages from India to Europe, and basically even the basic language your people are speaking, and especially the vocabulary set of that language, can change dramatically even after 4000 BCE, let alone before (It is now pretty well established that Proto-Indo-European did not become recognizable until after 4500 BCE, and the separate languages from it did not start evolving until after 3000 BCE)

That means, to take in ideas from the OP, the Humankind Neolithic Start, and general ideas that have been floating around for ages, that you might start with a choice from several Civics, representing basic political/social organization. Further development would depend on surroundings, actions, and interactions with other groups also wandering the Neolithic landscape.
Once you actually stop wandering and form Settlements, Proto-Cities or Cities, another set of influences would come into play giving you other choices of Civics/Social Policies, which would in turn formulate your 'culture'.

Unlike current Civ VI, changing Social Policies once adopted should be relatively difficult, and have the potential to foment unrest and even rebellion among parts of your population. It could also, especially early on (Neolithic to Classical) cause parts of your population to pack up and leave your cities - emigration was apparently one of the earliest ways of expressing dissatisfaction with the ways things were going, and also apparently far more common than outright rebellion or conflict.

Once established, a 'culture' or set of social Policies would be a major determinant of Loyalty. To the point that actually conquering another group and assimilating them would be extremely difficult, which is why historically there were not that many assimilating Empires before the modern Eras: Persia and Rome managed it, but China pretty much 'assimilated' only people who were already steeped in Chinese culture. Other attempts were largely failures: in India nobody ever managed an Empire that covered all of north, northwestern and southern India (each separate Cultures and languages) until the British from the outside conquered the whole thing thousands of years later. Coupled with the rise of Nation-State Nationalism in the Industrial and later Eras, Foreign Conquest followed by assimilation became almost impossible: Poland completely disappeared as a State several times, but nobody managed to convert the Poles into Germans, Russians, Swedes or Austrians, and Napoleon discovered that anybody who was not already a Frenchman refused to remain part of the French Empire.

In this respect, in game terms, Culture would become a major component of 'Loyalty' that is NOT dependent on Distance: Germans and French living next to each other on both sides of the Rhine since before Roman Classical times have remained distinctly different in culture and language and virtually impossible to assimilate by each other: the cultural differences (including language) seem to have been set 500 years or more before the Romans started identifying the separate Gauls and Germans, and that was enough to keep them separate ever since.
 
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May I add my opinion on what should be in a 4x game? Here are a few things I believe we should add to the discussion.

1. Campaigns and Formations

For example, Campaigns would be like the Brusilov Offensive or the Gallic Wars. Players could plan out offensives to quickly sweep up enemy cities and units. However, A.I. can do this too, so they can quickly work out a defensive perimeter and dam up your flood. Formations would be for certain units and unlocked through promotions and techs. A warrior unit with no promotion wouldn't be very effective, considering that they are just charging without any semblance of discipline. However, if you pick up, say, the Tortoise promotion, you can make a formation that is great for defense, but pretty weak for offensive action.

This was taken from a comment I made on Youtube. Now for specifics. To start a campaign, you would need to set up Units along your Borders with other Civilizations. Of course, the A.I. will start to notice this, and become wary of you. They might set up a defensive line to receive your advance or try to convince you via trade to back off.

2. Morale and Discipline
Every strategy game should make Military Units have Morale and Discipline.
Discipline would be increased by a nearby Great General, researched Civics and Tech, and where the unit was trained. For example, a Swordsman built in a City with an Encampment will be more disciplined than a Swordsman built in a City with no Encampment. Low Discipline would lower the Unit's base Combat Strength and Morale.

Morale would also affect a Unit's Combat Strength, as well as Movement Points and willingness to accept orders. A Unit with low Morale might start to refuse orders to attack or move. They might even mutiny and you would have to either kill the Unit or bribe them into being loyal again.
 
Welcome to the Thread, @Duke William of Normandy! Interesting ideas well deserving of consideration here.

Having been involved in playing miniatures wargames and writing several sets of commercial miniatures wargames rules, may I comment that the 'soft' factors of Morale, Discipline, and Doctrine have been heavily addressed in these for several decades. They are also prime subjects for discussion in 'official' military and military history works going back even further, as in the US Army's 'Maneuver Control' manual for military maneuver umpires published back in Pre-Computer Era of the 1960s, which is full of statistics on when and how badly units might fail to carry out orders and why, all based on tactical studies from WWII and Korea.

To summarize, the 'soft' factors in military unit effectiveness are:

Doctrine: How the unit is expected to fight. This is very, very difficult to change, because it requires everybody from rank private to general to change how they use their weapons and formations and learn New Ways of doing things. On the other hand, it is Fundamental, because an aggressive or passive Doctrine can determine how likely a unit or army is to attack or defend, and Doctrine that does not match your and your enemy's weapons (as in, an Offensive infantry doctrine using massed bayonet charges in the face of massed machineguns) can lose the battle and the war faster than anything. A lot of Doctrine will be built into the weapons and unit types: a Swordsman simply does not fight the same way a mounted archer does, given the extreme differences in their weaponry

Training/Discipline: How Well the men can be expected to fight according to their Doctrine. Training and Discipline should be related factors, because the first task of any military unit training is to instill Discipline so that the unit will without question act according to its weapons training and doctrine. A poorly trained unit, on the other hand, is by definition Undisciplined.
An Undisciplined unit may not necessarily be Ineffective. Notoriously, the difference between Barbarian or Tribal forces and 'civilized' militaries is that tribesmen and barbarians have no unit training or discipline, but if their 'native doctrine' is a massed charge from ambush and you wander into the ambush, they can be devastating - see Teutoburger Wald and the loss of 3 Roman Legions to German tribesmen whom the Romans regularly mopped the floor with in open field battles. Training takes time, and more importantly, takes Gold/Money. Men cannot usually train as military units while they are also trying to earn a living, so the State in some way has to maintain them. And if the weapons require regular training, like complex modern vehicles and heavy weapons or swords, the State or some aspect of it has to pay the men All The Time. The difference between 'militia' or warriors that can be called up only for the fight and Professional Troops who train and are ready to fight all the time is a fundamental distinction in historical military units and armies.

Morale: How much the men feel like fighting. This is the most volatile of all the factors. Morale can change in a moment from bad to good or from good to "Run For Your Lives, They Got Elephants!" Well Trained troops as a rule will also have good Morale, but there are a host of ephemeral factors that can change that: have they been fed recently, do they have a history of victory against their current enemy, do they trust their General/Warlord not to Screw Up and get them killed?
Because Morale can change within a tiny fraction of a Game Turn in a game the scope of Civ (or any other 4X Grand Strategy Historical Game) Morale is very hard to directly model. For the most part, it will have to be assumed that, All Other Things being Equal, Morale will be a product of other factors: is there a Great General present? Is there a Great General present on the other side when you don't have one? Are you in supply? Have you beaten this enemy recently (within X turns)? Are you defending your last City or Holy City or Capital? (To quote William of Orange: "There is one certain means by which I can be sure never to see my country's ruin: I will die in the last ditch defending it", or even shorter: "Za nami Moskva!" - "Moscow is behind us!" for the defenders of that city in both 1812 and 1941). And, especially in a Holy or Ideological War, are you fighting a Traditional Enemy or attacking their last city, Holy city, or capital to Finish Them Off?

All of which means, in the 4X-type games we are discussing, there are some factors relating to Morale/Doctrine/Training/Discipine that should be in the game but are not in any of them now:

1. Professional versus Militia. Are the units capable of being 'called up' only for a war or battle but otherwise left as individuals in the economy paying taxes of some kind, or do they have to be kept formed and paid all the time? This will dramatically change both the Training/Discipline of the units but also their Maintenance Cost and their effect on your 'civilian' economy. It also varies with the type of economy: a pastoral culture in which virtually every man is a skilled horseman and mounted archer or spearman can call up a huge proportion of its population as very effective 'militia' compared to a city in which almost no one has weapons skills of any kind in their 'normal' civilian occupation.
2. Full Effects of Great Generals. IF you are going to have specific General units of some kind, which is a Good Idea IMHO, then not only their specific combat/movement effects on their own units have to be taken into account, as now in Civ VI, but also their effects on keeping those units supplied and effective and the effect they have on an enemy force without a General that has to face them, and the possibility that they can get themselves killed on campaign, an event which can very quickly kill the entire campaign or very materially change the possibility of victory (see death of Gustavus Adolphus in battle during the Thirty Year's War)
3. Doctrinal Changes. Right now, all Doctrine is Assumed, based on the weapons/unit type. This is largely correct - you can be pretty sure no swordsman is going to try to use his sword like a spear nor will a horse archer get a sudden urge to charge the enemy and beat him over the head with his bow. BUT these assumptions are less viable as the weapons get more complex. There were several different doctrines being tried throughout the 18th century as European armies grappled with how to make the best use of flintlock muskets in battle, and there are hundreds of books and articles in print on the differences in doctrine for tanks and mechanized forces in the 20th century, both tactical (unit) and Operational (Corps and Armies). A lot of these could be addressed with Military Policy Cards, which have the 'advantage' of being relatively hard to change, as Doctrine is.
 
Welcome to the Thread, @Duke William of Normandy! Interesting ideas well deserving of consideration here.

Having been involved in playing miniatures wargames and writing several sets of commercial miniatures wargames rules, may I comment that the 'soft' factors of Morale, Discipline, and Doctrine have been heavily addressed in these for several decades. They are also prime subjects for discussion in 'official' military and military history works going back even further, as in the US Army's 'Maneuver Control' manual for military maneuver umpires published back in Pre-Computer Era of the 1960s, which is full of statistics on when and how badly units might fail to carry out orders and why, all based on tactical studies from WWII and Korea.

To summarize, the 'soft' factors in military unit effectiveness are:

Doctrine: How the unit is expected to fight. This is very, very difficult to change, because it requires everybody from rank private to general to change how they use their weapons and formations and learn New Ways of doing things. On the other hand, it is Fundamental, because an aggressive or passive Doctrine can determine how likely a unit or army is to attack or defend, and Doctrine that does not match your and your enemy's weapons (as in, an Offensive infantry doctrine using massed bayonet charges in the face of massed machineguns) can lose the battle and the war faster than anything. A lot of Doctrine will be built into the weapons and unit types: a Swordsman simply does not fight the same way a mounted archer does, given the extreme differences in their weaponry

Training/Discipline: How Well the men can be expected to fight according to their Doctrine. Training and Discipline should be related factors, because the first task of any military unit training is to instill Discipline so that the unit will without question act according to its weapons training and doctrine. A poorly trained unit, on the other hand, is by definition Undisciplined.
An Undisciplined unit may not necessarily be Ineffective. Notoriously, the difference between Barbarian or Tribal forces and 'civilized' militaries is that tribesmen and barbarians have no unit training or discipline, but if their 'native doctrine' is a massed charge from ambush and you wander into the ambush, they can be devastating - see Teutoburger Wald and the loss of 3 Roman Legions to German tribesmen whom the Romans regularly mopped the floor with in open field battles. Training takes time, and more importantly, takes Gold/Money. Men cannot usually train as military units while they are also trying to earn a living, so the State in some way has to maintain them. And if the weapons require regular training, like complex modern vehicles and heavy weapons or swords, the State or some aspect of it has to pay the men All The Time. The difference between 'militia' or warriors that can be called up only for the fight and Professional Troops who train and are ready to fight all the time is a fundamental distinction in historical military units and armies.

Morale: How much the men feel like fighting. This is the most volatile of all the factors. Morale can change in a moment from bad to good or from good to "Run For Your Lives, They Got Elephants!" Well Trained troops as a rule will also have good Morale, but there are a host of ephemeral factors that can change that: have they been fed recently, do they have a history of victory against their current enemy, do they trust their General/Warlord not to Screw Up and get them killed?
Because Morale can change within a tiny fraction of a Game Turn in a game the scope of Civ (or any other 4X Grand Strategy Historical Game) Morale is very hard to directly model. For the most part, it will have to be assumed that, All Other Things being Equal, Morale will be a product of other factors: is there a Great General present? Is there a Great General present on the other side when you don't have one? Are you in supply? Have you beaten this enemy recently (within X turns)? Are you defending your last City or Holy City or Capital? (To quote William of Orange: "There is one certain means by which I can be sure never to see my country's ruin: I will die in the last ditch defending it", or even shorter: "Za nami Moskva!" - "Moscow is behind us!" for the defenders of that city in both 1812 and 1941). And, especially in a Holy or Ideological War, are you fighting a Traditional Enemy or attacking their last city, Holy city, or capital to Finish Them Off?

All of which means, in the 4X-type games we are discussing, there are some factors relating to Morale/Doctrine/Training/Discipine that should be in the game but are not in any of them now:

1. Professional versus Militia. Are the units capable of being 'called up' only for a war or battle but otherwise left as individuals in the economy paying taxes of some kind, or do they have to be kept formed and paid all the time? This will dramatically change both the Training/Discipline of the units but also their Maintenance Cost and their effect on your 'civilian' economy. It also varies with the type of economy: a pastoral culture in which virtually every man is a skilled horseman and mounted archer or spearman can call up a huge proportion of its population as very effective 'militia' compared to a city in which almost no one has weapons skills of any kind in their 'normal' civilian occupation.
2. Full Effects of Great Generals. IF you are going to have specific General units of some kind, which is a Good Idea IMHO, then not only their specific combat/movement effects on their own units have to be taken into account, as now in Civ VI, but also their effects on keeping those units supplied and effective and the effect they have on an enemy force without a General that has to face them, and the possibility that they can get themselves killed on campaign, an event which can very quickly kill the entire campaign or very materially change the possibility of victory (see death of Gustavus Adolphus in battle during the Thirty Year's War)
3. Doctrinal Changes. Right now, all Doctrine is Assumed, based on the weapons/unit type. This is largely correct - you can be pretty sure no swordsman is going to try to use his sword like a spear nor will a horse archer get a sudden urge to charge the enemy and beat him over the head with his bow. BUT these assumptions are less viable as the weapons get more complex. There were several different doctrines being tried throughout the 18th century as European armies grappled with how to make the best use of flintlock muskets in battle, and there are hundreds of books and articles in print on the differences in doctrine for tanks and mechanized forces in the 20th century, both tactical (unit) and Operational (Corps and Armies). A lot of these could be addressed with Military Policy Cards, which have the 'advantage' of being relatively hard to change, as Doctrine is.
Thanks for the warm welcome, Boris. :) I have read through your post, and I would like to add some things. For the morale thing, go check out Sirsquier in my thread, a Rework of the Military, He came up with a good morale system. For the supply issue, the War Weariness on Cities should also affect the Cities' yields. Since we are at war, we need to divert more resources towards the military and training rather than the domestic issues. About the doctrines, we could take a few ideas from HOI4. Hope this will be the start of a great adventure. :)
 
I like the idea to resolve wars in a single turn. Basically taking the separate map for combat, but don't apply it to a single battle between two units/armies. Instead, the whole war is played out in this area. These 400-year long wars on the strategic map in ancient times always struck me as odd and that could be a way to solve this. Wars can still last longer, more than a single turn, since that would be silly: there can be different theatres, pushback, other campaigns, etc. .. But I like the idea that wars should be done quickly. Because in civ (all iterations), my game always slows down when a war starts. Turns suddenly take ten times longer. Not sure that's ideal for the perfect 4X historical strategy game.
 
I like the idea to resolve wars in a single turn. Basically taking the separate map for combat, but don't apply it to a single battle between two units/armies. Instead, the whole war is played out in this area. These 400-year long wars on the strategic map in ancient times always struck me as odd and that could be a way to solve this. Wars can still last longer, more than a single turn, since that would be silly: there can be different theatres, pushback, other campaigns, etc. .. But I like the idea that wars should be done quickly. Because in civ (all iterations), my game always slows down when a war starts. Turns suddenly take ten times longer. Not sure that's ideal for the perfect 4X historical strategy game.
Blitzkrieg.
 
I like the idea to resolve wars in a single turn. Basically taking the separate map for combat, but don't apply it to a single battle between two units/armies. Instead, the whole war is played out in this area. These 400-year long wars on the strategic map in ancient times always struck me as odd and that could be a way to solve this. Wars can still last longer, more than a single turn, since that would be silly: there can be different theatres, pushback, other campaigns, etc. .. But I like the idea that wars should be done quickly. Because in civ (all iterations), my game always slows down when a war starts. Turns suddenly take ten times longer. Not sure that's ideal for the perfect 4X historical strategy game.

You have hit dead on an old, old, problem: the time scale in Strategy (many board games) and Grand Strategy (4X games) games is simply completely unrealistic for the tactical and operational actions that comprise most wars, campaigns, and all battles. No matter how you try, there is going to have to be a compromise and a 'willful disbelief' in order to make a playable game.

I think we can do a lot better than the Civ series has done, though: taking 120 years to kill an enemy Warrior in the Ancient Era, or fighting the Defense of Moscow for 9 years (IRL: 9 weeks in 1941, so about a 50:1 ratio of Game to reality!) or having Archers that can fire from one side of a 500,000 population city to the other: the map and time scales are simply ridiculous.

Humankind's (and Test of Time, and numerous other 4x games, even the current Europa series) use of a Tactical Battle within the single 'strategic' turn is step in the right direction, IMHO. Possibly requiring some kind of General to move any stack of units and making movement without a General very restrictive (can only follow roads?) might be other possibilities to organize the dribble of units all over the map.
Condensing Campaigns into some kind of Operational Array is harder: there are simply so many variations in activity, capability, time and space duration throughout history. I suspect it would also run into the problem that a lot of gamers are, in their little digital hearts, Frustrated Generals and want to move their little digital troops/units around the pretty map. Unrealistic as it may be in game time and space, I think we'll have to acknowledge that if we want to get a game that money will be spent on to develop and play.
 
New Units, revisiting old units, and "training" military units

https://docs.google.com/document/d/19knHWpCg7wyUyEypFX_Od_MrG3EHpIoDhaFNr5saX54/edit#

just a little something I've been working on, for a few weeks, on and off. Trying to combine my interest in military history with units for a potential civ game.

So..."Training" replaces promotions. The idea of "training" allows for many more types units with the core still being infantry, cavalry, siege, etc.. Some units have some special ability or other advantage (and disadvantages). You either have to perform some task for training to be available (like tech boosts) or buy or steal the training from another civ. You can have units train in new abilities from scratch, or just park an old unit at a barracks and have them train over a certain number of turns. The "production time" will simply be longer for units undergoing "training".

EDIT: I hope it works now.
 
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New Units, revisiting old units, and "training" military units

https://docs.google.com/document/d/19knHWpCg7wyUyEypFX_Od_MrG3EHpIoDhaFNr5saX54/edit#

just a little something I've been working on, for a few weeks, on and off. Trying to combine my interest in military history with units for a potential civ game.

So..."Training" replaces promotions. The idea of "training" allows for many more types units with the core still being infantry, cavalry, siege, etc.. Some units have some special ability or other advantage (and disadvantages). You either have to perform some task for training to be available (like tech boosts) or buy or steal the training from another civ. You can have units train in new abilities from scratch, or just park an old unit at a barracks and have them train over a certain number of turns. The "production time" will simply be longer for units undergoing "training".

EDIT: I hope it works now.
Could you help format it in my doc
https://docs.google.com/document/d/1EFYEcsnWeFfMZ51YKDUTokz5mT0tu6sqhZ9j8929u_w/edit
 
My idea for buildings involve having a mini map in the city where you can place buildings to provide bonuses based on categories
All improvements are built by builders outside the city
But how would wonders work
 
My idea for buildings involve having a mini map in the city where you can place buildings to provide bonuses based on categories
All improvements are built by builders outside the city
But how would wonders work
I've touched on this in other threads but I have the same general idea as you do.
To explain more I like the concept of districts in game so I would make it to where you have to choose in a mini map of a city spots to either place a district or wonder. Of course buildings would go in the districts.

Wonders built in the water like the Colossus or Great Lighthouse, or Machu Pichu on a mountain, might have to work differently and go outside of the city.
 
I think I may have found the idea from you

The districts thing is also mentioned

The categories include:
Administrative (Related to government)
Aerospace (Related to air vehicles and also rockets)
Central (Basic Civ buildings)
Commercial (Wealth related)
Cultural (Culture related)
Diplomatic (related to diplomacy)
Entertainment (Amenity related)
Health (Health and Growth related)
Industrial (Production related)
Martial (Military based)
Naval (Water Tile based)
Religious (Ethics related)
Scientific (Knowledge related)
The yield names were borrowed from LordLakely
 
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I think I may have found the idea from you

The districts thing is also mentioned

The categories include:
Administrative (Related to government)
Aerospace (Related to air vehicles and also rockets)
Central (Basic Civ buildings)
Commercial (Wealth related)
Cultural (Culture related)
Diplomatic (related to diplomacy)
Entertainment (Amenity related)
Health (Health and Growth related)
Industrial (Production related)
Martial (Military based)
Naval (Water Tile based)
Religious (Ethics related)
Scientific (Knowledge related)
The yield names were borrowed from LordLakely

The only thing I would add at this time is that I think the Categories and any adjacency bonuses should be linked to the Buildings, not the Districts. Linking all that to the Districts I think has resulted in the Civ VI maps in which you frequently have several mutually incompatible terrain all in the same city radius: mountains, rainforest, desert, plains, grassland - all because the terrain is required to provide bonuses to the Districts. Get rid of most of that: bonuses would come from the combinations of Buildings in the same or adjacent Districts in the city and from the Resources made available by Improvements serving the city (and later, by long distance Trade Routes serving the city)

Except for a City Center/Admin Center District, which would have to be the first district/tile of the city, all other Districts would be Generic until Buildings are constructed in them, which would define their character. Districts with multiple yields would be normal for most of the game: there is always Housing near the workshops or retail markets or around the palace/temple: it is really only later that cities begin to specialize into 'type' Districts that are exclusively full of Industrial and other buildings.
In fact, I'd go one step further, and have some Buildings take up 2 spaces instead of all being the same size: the entire Athenian Agora central admin/market/assembly area would fit into a fraction of the ground taken up by one modern Steel Mill or Factory - or the ship sheds of the Athenian navy at Piraeaus or the Cothon at Carthage. Variation in size of buildings would put some of the planning effort that now goes into District placement into planning the internal make-up of the Districts.
 
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