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More mutually exclusive buildings?

Discussion in 'Civ - Ideas & Suggestions' started by rattatatouille, Jan 31, 2018.

  1. rattatatouille

    rattatatouille Chieftain

    Joined:
    Jan 26, 2018
    Messages:
    89
    Gender:
    Male
    In Civ VI, one thing that came with city unstacking is delineating building lines alongside districts. Thus, we have the Library > University > Research Lab line within the Campus, the Market > Bank > Stock Exchange line within the Commercial Hub, and so on.

    One special case is the Encampment building line. It surprisingly has four buildings, but two of these are mutually exclusive: the Barracks and the Stable. Both do the same thing (production bonus and added XP for units), but affect different unit lines (melee/ranged and mounted respectively). Being forced to select between two beneficial bonuses is something interesting, and here are some more buildings of this ilk I'm thinking of:

    * Bank and Guild Hall. The Bank grants a smaller, but more reliable Gold Bonus (+3 GPT), while the Guild Hall ultimately grants a larger bonus, but only if it receives a foreign Trade Route (+2 GPT base, additional +3 GPT if receiving a foreign Trade Route).
    * Research Lab and Public School. Both provide bonus Science, but the former grants a production bonus towards Spaceports and its associated projects, while the latter also provides Culture and a free Great Work slot. The implication is simple; the former allows you to go for a Science Victory more easily, while the latter helps with a Cultural Victory.

    So, what other building choices can you suggest?
     
  2. Amrunril

    Amrunril Chieftain

    Joined:
    Feb 7, 2015
    Messages:
    980
    Temple vs. Festival Ground: The Temple receives its current bonuses- faith, great prophet points and the ability to purchase advanced religious units. The Festival Ground lacks these bonuses but doubles Pantheon effects in its city.

    Stock Exchange vs. Commodity Market: The Stock Exchange keeps its current flat gold bonus. The Commodity Market grants +x gold to each copy of the city's most abundant resource, where x is the number of that resource in the city (so a city with 3 wheat would receive a total of 9 gold).
     
    rattatatouille likes this.
  3. PhoenicianGold

    PhoenicianGold Chieftain

    Joined:
    Jan 30, 2018
    Messages:
    189
    Overall I feel like the choices they've made so far make sense, for the most part. I really like the museum dichotomy. The only way to make more exclusive buildings would be to split what's already there:

    • Research Lab: split into Biochemical Lab (science and amenities) and Physics Lab (science and production) (both negatively affect faith).
    • Zoo: split into Zoo, Aquarium, and Gardens.
    • Stadium: split into Stadium (amenities), Mall (gold), Theme Park/Resort (tourism).
    Also, I think the entire Industrial Zone could be split off into a new district:
    • Energy Grid (same category as Industrial Zone): Recycling Center; Biorefinery; Hydro Dam/Windmill/Solar Park/Geotherm Pump
     
  4. Lord Lakely

    Lord Lakely Unintentionally a feminist.

    Joined:
    Aug 28, 2008
    Messages:
    608
    Gender:
    Male
    Location:
    Belgium
    Auction Room (Commercial Hub building, cannot be built if City has a Bank): Provides one slot for Great Works of Art. Filling the slot grants +2 ammenities in the city.

    Slave Market (Commercial Hub Building, replaces the Market): Provides +3 housing and +2 food to the city. Requires Autocracy, Oligarchy or Theocracy government types.

    Scribal School (Campus building, cannot be built if City has a Library): +1 science for every four citizens in a city, provides points towards Great Scientists and Great Writers.

    Gymnasium (Entertainment Complex Building, cannot be built if City has an Arena): generates +2 loyalty and +2 food.
     

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