mudblood
Warlord
It's the long season between the original release, where people have gotten familiar with the game, and any expansion. I expect that, along with new units and civs and leaders, any expansion will also have new districts and buildings to place in those districts. So, I was wondering, now people have had a chance to play the game, what districts players would like to see?
Personally, I would like to see:
(1) Another district for water tiles, maybe splitting the military function from the food/trade function so that there was one district for each. (Or even three--lighthouse, shipyard, fishing port.) This would have the added benefit of increasing the number of assets in sea tiles, making naval combat more interesting.
(2) Creating a fortress district separate from the camp, with buildings that went something like stockade >> fort >> castle, that provided a combination of housing and defensive bonuses.
(3) Some kind of residential district in the midgame (before neighborhoods) for already large cities that will allow a slingshot for tall civs, like a "market town" district or something. You can't build it until you've got 8+ citizens (or something), you can only build one per city, and it has buildings that have economic and housing benefits (but no military benefit).
(4) An intelligence/diplomacy district (that can only be built in your capitol?) that houses embassies and such and provides great spy points.
I would also like to see the aqueduct made into a more interesting utility district. And I could also see a transportation hub of some kind (i.e., build one in each city, automatic link, upgrading from trails to roads to rails to freeways) that would allow more control over roads than trade routes provide without additional micromanagement.
Personally, I would like to see:
(1) Another district for water tiles, maybe splitting the military function from the food/trade function so that there was one district for each. (Or even three--lighthouse, shipyard, fishing port.) This would have the added benefit of increasing the number of assets in sea tiles, making naval combat more interesting.
(2) Creating a fortress district separate from the camp, with buildings that went something like stockade >> fort >> castle, that provided a combination of housing and defensive bonuses.
(3) Some kind of residential district in the midgame (before neighborhoods) for already large cities that will allow a slingshot for tall civs, like a "market town" district or something. You can't build it until you've got 8+ citizens (or something), you can only build one per city, and it has buildings that have economic and housing benefits (but no military benefit).
(4) An intelligence/diplomacy district (that can only be built in your capitol?) that houses embassies and such and provides great spy points.
I would also like to see the aqueduct made into a more interesting utility district. And I could also see a transportation hub of some kind (i.e., build one in each city, automatic link, upgrading from trails to roads to rails to freeways) that would allow more control over roads than trade routes provide without additional micromanagement.