Marbozir's video. May 25

I just realized that there was no mention of specialists yet.
It's a possibility that's it's just because people could only play the first 60 turns and didn't have an opportunity to have a building with a specialist slot, but they also may have been completely replaced with districts.

The Campus tooltip mentioned +1 Great Scientist point per turn. It's quite possible that the bonus goes up per building on the Campus.

And given that the city screen functionality has been moved to the main screen in menus, I think we have seen the end of specialists (at least until an expansion).
 
I just realized that there was no mention of specialists yet.
It's a possibility that's it's just because people could only play the first 60 turns and didn't have an opportunity to have a building with a specialist slot, but they also may have been completely replaced with districts.

Considering that you can park citizens in districts and districts give great person points, that seems likely. Maybe you can later stuff more citizens in one district, when it has more or special buildings.
 
I just realized that there was no mention of specialists yet.

It's a possibility that's it's just because people could only play the first 60 turns and didn't have an opportunity to have a building with a specialist slot, but they also may have been completely replaced with districts.



Yeah we wouldn't see specialists in the first 60 turns...

I think working districts would be too vague- I think they will preserve the buildings inside the district containers. Hopefully we can assign pop to those buildings


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We have to see. It could have something to do with districts like you can send people to it as specialists for great people points.
 
I believe that's to do with how districts and improvements bump up the population cap in the city.
 
Hmm, could be, but I don't think so unless there's some weird rounding going on. If you look at the video when the builder made the farm you can see that it added .5 housing, yet the tooltip after the farm was completed (and had a citizen assigned to it) the "number of citizens" count is at 1. Can see screenshots here: https://m.imgur.com/a/hdms1
 
Well there is the mysterious "number of citizens" count on the tooltips.. :think:
This might very well have to do with later era upgrades of tile improvements. For instance, an ancient era farm/mine might only employ 1 citizen, and then in industrial era you can upgrade to modern farms and emply more citizens for further yields. That would definitely be a more satisfactory mechanism than the flat +1 yield on researching the tech from Civ5.
 
This might very well have to do with later era upgrades of tile improvements. For instance, an ancient era farm/mine might only employ 1 citizen, and then in industrial era you can upgrade to modern farms and emply more citizens for further yields. That would definitely be a more satisfactory mechanism than the flat +1 yield on researching the tech from Civ5.

I can see something like industrialization doubling district bonuses for manufacturing but also allowing for more population to work on the same district.
 
It looks like population assigned for districts takes the role of specialists.

To me it actually sounds exactly like specialists just visualized in a different way--I'm guessing partly because they wanted to get rid of the city screen.

You're putting a citizen into your university to get a certain amount of science and some great person points.
 
^^ I caught this and was very pleased that he asked it as a direct question and got a direct answer of yes.

Thanks for pointing this out Thormodr!

You're welcome. It is fantastic news! :goodjob:

I've been posting a wish for 64 bit in the Civ VI wish list threads for years and I was so glad to hear about that. :)
 
To me it actually sounds exactly like specialists just visualized in a different way--I'm guessing partly because they wanted to get rid of the city screen.

You're putting a citizen into your university to get a certain amount of science and some great person points.

We don't know for sure whether we could remove a population from district - likely not, so that's a little bit different from specialists where you were able to reassign them. I always found placing specialists to be too much micromanagement, though. So, if the system is balanced, I like it more.
 
This might very well have to do with later era upgrades of tile improvements. For instance, an ancient era farm/mine might only employ 1 citizen, and then in industrial era you can upgrade to modern farms and emply more citizens for further yields. That would definitely be a more satisfactory mechanism than the flat +1 yield on researching the tech from Civ5.

Upgrade through ages or tech or culture could lead to more citizens per tile. Makes sense since tiles will have many more uses than in CiV and you might have idle citizens in later eras, because of this. Which would s$%ck.
And it's basically like upgrading your base in XCOM2, which is from Firaxis, too... :D

We don't know for sure whether we could remove a population from district - likely not, so that's a little bit different from specialists where you were able to reassign them. I always found placing specialists to be too much micromanagement, though. So, if the system is balanced, I like it more.


It was mentioned in one of the videos that the district only gives points/benefits if it is worked. That would mean you could have abandoned districts. Makes sense, too, since they're part of the map like farms, mines etc...
Maybe there are some wonders you can "work", too...?
 
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