Gehennas
Warlord
I think I am not the only one thinking that these two districts are actually the worst at this moment and usually being built only for the eurekas/inspirations (if ever built at all). While the idea behind these districts is straightforward they are usually don't worth the investment:
- Harbor is always worse than commercial district now. With the recent nerfs commercial district is always preferable, mostly because of the Great Merchant points - they are more valuable.
- Great Generals/Admirals are not really fine. Their aura is a good buff, but while you'll mostly fight with 5-6 units, simply having two more is more cost-effective than competing for a great person.
- While getting generals/admirals through districts looks consistent with other GP from game design point of view, it is somehow counter-intuitive. It is actually very strange that you can get a Great General and retire it afterwards without any war.
- Building at least one encampment or harbor actually looks good enough just for the experience buff. However, the unit production cost grows much faster than production capabilities. As consequence, it is unlikely that you will build lots of units past the medieval era to get the full benefit from experience bonus. Probably, your invasion force will consist of these 3 slingers/3 warriors built in the very beginning and 2 catapults built to be upgraded for the eureka.
What can be done to make these districts more valuable:
- Harbor should provide Great Merchant points.
- Encampment buildings should provide the Great Engineer points, as they are a part of a military-industrial complex. Additionally, there should be classical Great Engineers.
- Great Generals/Admiral points should be earned for military victories as it was in Civ 5. Maybe it will be reasonable to have more GG/GA for each era, so they won't be depleted too fast in the early warmongering.
- Harbor/Encampment (and aerodrome) buildings should provide a percentage-based military unit production bonus. The later your are in game, the more units there should be on the field. It's the opposite now.
- Experience bonus should be moved to culture cards. This way there'll be military cards actually useful during the war aside from pillage buffs and war weariness reduction.
- Harbor is always worse than commercial district now. With the recent nerfs commercial district is always preferable, mostly because of the Great Merchant points - they are more valuable.
- Great Generals/Admirals are not really fine. Their aura is a good buff, but while you'll mostly fight with 5-6 units, simply having two more is more cost-effective than competing for a great person.
- While getting generals/admirals through districts looks consistent with other GP from game design point of view, it is somehow counter-intuitive. It is actually very strange that you can get a Great General and retire it afterwards without any war.
- Building at least one encampment or harbor actually looks good enough just for the experience buff. However, the unit production cost grows much faster than production capabilities. As consequence, it is unlikely that you will build lots of units past the medieval era to get the full benefit from experience bonus. Probably, your invasion force will consist of these 3 slingers/3 warriors built in the very beginning and 2 catapults built to be upgraded for the eureka.
What can be done to make these districts more valuable:
- Harbor should provide Great Merchant points.
- Encampment buildings should provide the Great Engineer points, as they are a part of a military-industrial complex. Additionally, there should be classical Great Engineers.
- Great Generals/Admiral points should be earned for military victories as it was in Civ 5. Maybe it will be reasonable to have more GG/GA for each era, so they won't be depleted too fast in the early warmongering.
- Harbor/Encampment (and aerodrome) buildings should provide a percentage-based military unit production bonus. The later your are in game, the more units there should be on the field. It's the opposite now.
- Experience bonus should be moved to culture cards. This way there'll be military cards actually useful during the war aside from pillage buffs and war weariness reduction.