[GS] My ideas for more districts, buildings, improvements and policy cards

Xandinho

Deity
Joined
Feb 11, 2013
Messages
2,319
Location
Brazil
I've been thinking about ideas to make the game more complete, adding more things to build in the game, just like new districts, buildings and improvements. Also, I thought about new policy cards, that I think that are missing and would be interesting to have in the game. I don't know if some these things will be add in the game one day, but would be nice for mods. Highlighting that my suggestions are only related to mechanics already in the game.

More districts:

Castle
Available in castle technology, cut renaissance walls out.
Must be build on a hill.
The city needs to have medieval walls.
Doesn't consume population.
Only one per city.
Can't be built less than 7 tiles away from another castle.
Becomes obsolete after Modern era for all civilizations.
Can't be build after Modern era anymore.
Military engineers can spend charges to complete castles.

Effects:
+2 housing and +2 culture.
+2 appeal.
+4 production for defensive units.
Occupying unit receives +6 Defense Strength (while the castle doesn't have moat).
After Cultural Heritage: all castles provide +8 culture and +12 tourism.
Buildings (all buildings are available in castle technology either):
Tier 1: Moat: allows the castle has outer defenses.
Tier 2: Curtain wall: allows the castle has ranged strike, but only for adjacent tiles.
Tier 3: Keep: increases +1 the range of ranged strike.
Notes:
Spoiler :
Note 1: enemy units can invade a castle without moat by defeating unit present there, if the castle has no unit, it can be invaded and pillaged like any other district. But if the castle has a moat and courtain wall, you will have to destroy the walls and outer defenses to enter the castle, just as it is in the Encampment district.
Note 2: to balance things out, since cities with both castle and encampment would be almost impossible to invade: encampments will only be able to give ranged strikes after the modern era, but outer defenses will be maintained from the start. And the buildings in the encampment district would give twice more production than now, for example, barracks would give +2 production instead of +1.
Note 3: it would be really cool if each civilization had its castles based on their real architecture. That is, Germany would have the traditional European castle, India would have a Mughal Fort style castle, Japan would have its castles similar to Himeji Castle.


Advanced Research Center
Available in computers technology.
You can only build one of this in your civilization, just like Government Plaza.
The city needs to have research lab.

Effects:
+2 science and +2 production.
Buildings:
Advanced Computer Lab:
Available in telecommunications technology.
+1 culture and +1 science in all cities.
Enemy spies operate at one lower level in all cities.
+1 level of diplomatic visibility in all civilizations.
Requires 3 power
Space Agency:
Available in satellites technology.
+6 science in this city.
+15% production of space projects.
Requires 3 power
Robotics Lab:
Available in robotics
+3 science in all cities with universities and +3 production in all cities with factories.
Allows that all cities can build Giant Death Robot.
+25% production of Giant Death Robot in this city.
Requires 3 power
Notes:
Spoiler :
Note 1: to balance things out, all technologies of the information era and future era are 15% more expensive to research. And the technologies of the atomic era are 10% more expensive to research.
Note 2: also for balance, all space race projects are 20% more expensive to produce.
Note 3: buildings of the Advanced Computer Lab are more expensive to produce than buildings of Tier 3, but cheaper to produce than wonders of this part of the game like Maracanã and Sydney Opera House.
Note 4: they can't be bought by gold or faith.


More buildings:

Hotel
Radio
City Center
+6 tourism.
+100% tourism from wonders and national parks in this city.

Garden
Irrigation
City Center
City must be built next to a river, a lake or an oasis.
+2 food.
+4 tourism when the city reaches size 12 of population.
+1 amenity after environmentalism is researched.

Police Station
Electricity
City Center
City must have at least size 15 of population.
+1 appeal to all tiles in this city.
+3 loyalty
Spies operate at one lower level in this city when powered (base load: 3 power).

Recycling Center
Environmentalism
City Center
Requires that the city has sewers.
Reduces the pollution generated in this city by 25%.

Subway Station
Plastics
City Center
City must have at least size 15 of population.
+0.5 production and +0.5 gold for each population in this city.

Circus
Natural History
Entertainment Complex
Alternative with Zoo
+1 Amenity from Entertainment to all City Centers within 6 tiles of this Circus's Entertainment Complex.
+2 culture for each horse, ivory, cattle and sheep in this city.

Casino
Radio
Entertainment Complex
Alternative with Stadium
+1 Amenities from entertainment to all City Centers within 6 tiles of this Casino's Entertainment Complex.
+10 tourism
+10 extra tourism when powered (base load: 3 power).

Basilica
Holy Site
Worship place
+3 faith
+2 culture

Mandir
Holy Site
Worship place
+3 faith
+0.3 faith for each population in the city.

Notes:
Spoiler :
Note 1: some buildings like hospital and medical laboratory I would like to see in the game, but as my suggestions are only related to mechanics already in the game, then they would be better implemented in a mechanics of pests and diseases.


More improvements:

Astronomical Observatory
Astronomy
It must be built on a hill.
Can't be built adjacent to another one.
+2 science
+2 science after satellites technology is researched.
Grants 1 adjacency to campus district.

Forest Reserve
Conservation
Must be built on a forest tile.
Can't be build adjacent to another one.
Can only be built by Naturalist (Naturalist now has 5 charges to build forest reserve).
It generates tourism equal to the appeal.
+2 gold
Each forest reserve reduces 0.1 grievances generated by excessive pollution (maximum 2).
Forest reserve tourism is doubled after environmentalism is researched.

More policy cards:

Religious freedom
Suffrage
Economic policy
+100% adjacency of holy sites. Religious relics grant +4 culture.
It makes scriptural obsolete.

Nationalization
Nationalism
Economic policy
+15% production towards buildings in all cities (+20% if the city has an established governor).

Socialism
Class Struggle
Economic policy
Workshops and factories generate +5 production and builders receive 1 extra charge. However, it reduces the gold generated from trade routes by 20%.

Privatization
Capitalism
Economic policy
Reduces building maintenance costs by 25%. Markets, banks and stock exchanges grant +1 gold.

Meritocracy
Capitalism
Economic policy
+15% generation for all types of great people.

Social welfare state
Cold War
Economic policy
+2 housing, +2 amenities and +4 loyalty in all cities that have both campus and theater district.

Virtual streaming
Social Media
Economic policy
Allows you to buy rock bands with gold. Rock bands are 10% cheaper to buy with faith.

Media censorship
Totalitarianism
Diplomatic policy
Reduces the level of diplomatic visibility of other civilizations against you by 2. However, -1 amenities in all your cities.

Ecology
Environmentalism
Diplomatic policy
Forest reserves grant +2 amenities. They double the reduction of grievances about excessive pollution.

So, what do you think? These are some ideas of things that I would like to have in the game in some way, obviously they can be rebalanced. Feel free to give your own opinions.
 
Last edited:
Good ideas. A few thoughts..

Castles are essentially cities or encampments to me.

Circus - I think of them as more of a trader unit for amenities. Perhaps called a 'Traveling Show', and building a Circus give your TS unit specific bonus.

Casino - I would like to see some interaction with trade routes to or passing through a city, as well as with aerodromes.
 
Some of the buildings that you mentioned like the Police Station would be good for the Neighborhood since I think the City Center is already clogged up with buildings.
In addition:
Public School-Grants 0.5 science and culture per city population
Undeground Bunker- Prevents population loss from nuclear bombs or natural disasters.

More worship buildings are nice but here are my ideas.
Mandir- Gives +3 Faith and +2 Gold. Many of them acted as donation centers and treasuries for the local regions.
Basilica- Gives +3 Faith and grants a Governor title
Honden (Shinto)- Gives +3 Faith and +1 Appeal to adjacent tiles.
Miào (Chinese Temple)- Gives +3 Faith and +2 Culture (instead of the Basilica)

Opera House: Tier 3 Theater Square 3building mutually exclusive with the Broadcast Center (Unlocks at Opera and Ballet)
Grants 2 Great Work of Music slots and 1 Great Work of Writing slot.
+2 Great Musician points per turn
+2 Great Writer points per turn
+1 Great Artist points per turn.
(Broadcast Center would now be used primarily to purchase Rock Bands)

The only other district that I think would be needed would only be if they did add a health/disease mechanic.
If not I could see a District solely based around Tourism working and put a Hotel/Casino/Amusement Park in that district but it's not necessary.
 
Good ideas. A few thoughts..

Castles are essentially cities or encampments to me.

Circus - I think of them as more of a trader unit for amenities. Perhaps called a 'Traveling Show', and building a Circus give your TS unit specific bonus.

Casino - I would like to see some interaction with trade routes to or passing through a city, as well as with aerodromes.

I understand your point, but castles to me are more like a fortified structure than just a military camp. I think that castles should be something important for defense during the middle of the game while camps would become important only at the end of the game. Castle was a building in Civ5, and they are kind of "represented" em Civ6 by +1 housing per level of walls in Monarchy, which I think is a poor way to represent them.

Some of the buildings that you mentioned like the Police Station would be good for the Neighborhood since I think the City Center is already clogged up with buildings.
In addition:
Public School-Grants 0.5 science and culture per city population
Undeground Bunker- Prevents population loss from nuclear bombs or natural disasters.

More worship buildings are nice but here are my ideas.
Mandir- Gives +3 Faith and +2 Gold. Many of them acted as donation centers and treasuries for the local regions.
Basilica- Gives +3 Faith and grants a Governor title
Honden (Shinto)- Gives +3 Faith and +1 Appeal to adjacent tiles.
Miào (Chinese Temple)- Gives +3 Faith and +2 Culture (instead of the Basilica)

Opera House: Tier 3 Theater Square 3building mutually exclusive with the Broadcast Center (Unlocks at Opera and Ballet)
Grants 2 Great Work of Music slots and 1 Great Work of Writing slot.
+2 Great Musician points per turn
+2 Great Writer points per turn
+1 Great Artist points per turn.
(Broadcast Center would now be used primarily to purchase Rock Bands)

The only other district that I think would be needed would only be if they did add a health/disease mechanic.
If not I could see a District solely based around Tourism working and put a Hotel/Casino/Amusement Park in that district but it's not necessary.

In fact, the police station may make more sense for the Neighborhood district, they may even reduce the level of spies trying to recruit partisans, it's annoying how AI loves to recruit them that the reason why I almost never build a neighborhood district, maybe can the police station can solve this?

Bunker is another thing missing, but I don't know if it is necessary. AI rarely uses nuclear bombs and even for a human player it is difficult to obtain them, since you need uranium, and even then they are expensive to produce. Maybe they should be cheaper to produce and uranium sources a little more abundant?

Opera House is definitely something interesting to have, and we don't have a lot of slots for great works of music in the game anyway. But if the broadcast center is only for rock bands, we might not need more than 1 or 2 of them. So, each broadcast center you have, gives you a 5% discount when buying rock bands, maybe it is more viable?
 
In fact, the police station may make more sense for the Neighborhood district, they may even reduce the level of spies trying to recruit partisans, it's annoying how AI loves to recruit them that the reason why I almost never build a neighborhood district, maybe can the police station can solve this?
Yes, in my mind it would help solve the recruit partisan problem.

Opera House is definitely something interesting to have, and we don't have a lot of slots for great works of music in the game anyway. But if the broadcast center is only for rock bands, we might not need more than 1 or 2 of them. So, each broadcast center you have, gives you a 5% discount when buying rock bands, maybe it is more viable?
Each Broadcast Center could also get extra tourism boost from rock band performances as well as a purchasing discount like you mentioned. I would still keep the one great work of music slot as well.
The goal is to make it to where you can choose how you want to pursue your culture victory: either through a passive approach (Opera House), or a more active approach (Broadcast Center) once you have the option.
 
I forgot to mention that an International Terminal would be a great tier 3 building for the Aerodrome giving another slot for air units and some form of tourism.
Maybe 100% tourism from open borders with a Civ when they have an international terminal?
 
I like a lot of these ideas, there is a fine balance between too much and not enough, but I definitely think there could be more in a lot of areas. So far each DLC has added a lot and I’ve liked them all, looking forward to future DLCs or CivVII.
 
I've been thinking about more worship buildings: Candi would be a nice one (extra fatih for every luxury resource in this city), Mortuary temple (extra faith for every wonder in this city), and Heathen hof (Germanic pagan/old norse temple, I confess that I don't kow what kind of bonus would give, but would be nice to have in the game).
 
Good ideas. A few thoughts..

Circus - I think of them as more of a trader unit for amenities. Perhaps called a 'Traveling Show', and building a Circus give your TS unit specific bonus.

.

Circuses would fit quite well into my nomad gameplay.... see 450.000 b.c. thread for enlightment.
 
Top Bottom