New district types

Cerilis

Stormrider
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What would you think of the introduction of new district types (in expansion) for everyone and what would those be?

I'd be thinking a very nice idea would be a Station district, that serves as connecting point for railways and would also yield a bit of production and gold. It could even come earlier than the actual railway tech, as a stagecoach depot for example (and one of the buildings would be an actual railway station then, connecting to similar stations).
Further, that district would obviously be somewhat tied in with an actual railway system (like yielding additional traderoutes/train connections or whatever they would use for such a system). I actually have a lot of ideas for railway systems... maybe I'm gonna make an extra thread later in the appropiate sub-board...

Back to districts! What do you think?
 
As I suggested in another thread already, a diplomatic quarter district.
Buildings generate envoy points, reduce negative modifiers with civs, increase the yield of trade routes to civs/city states.
I also liked the principal idea of BERTs diplomacy with the diplomacy points that you can use to get 'trades' that give you bonuses from civs you are on good terms with (do I remember that right?). So maybe add diplomacy points or envoys to civs and a diplomatic quarter could generate those. Would be nice to be able to 'buy' some of Egypt's better trade routes ability or creating some culture when killing units from Gorgo. It would also make it more meaningful who else is on the map and allow more diverse strategies.

I'd also like to have mixed districts. As we have it now, most district are really specialized (maybe except the harbor). I'd like a district that provides some science and some culture, but of course less than if you build the campus and theatre district.

Or a district that provides production and food that would make a good first choice in newly settled cities to get them up faster (maybe it increases internal trade route yields as well). Buildings could increase yields from mines, farms or maybe unimproved terrain instead. Maybe add a greenhouse that makes it possible to build farms in tundra or desert.

A construction/building district that has similar effects than the factory, but the other way round. Instead of adding production, it reduces the cogs needed to build buildings and wonders in nearby cities. Buildings could decrease the worldwide cost for districts and in the later game get you an additional worker charge for builders trained in that city.
 
I'm still opening my Word document every one or two weeks to add a few more districts to my reworked districts lists... One day, when I'm done, I'm going to make a post with some 30-40 districts that replace the current 12.
 
I'm still opening my Word document every one or two weeks to add a few more districts to my reworked districts lists... One day, when I'm done, I'm going to make a post with some 30-40 districts that replace the current 12.
:D Like what would those be? :p
 
I don't think new districts is what's needed, just more options for the districts we already have. I would like to see harbors able to bombard with a new upgrade or other new up grades to districts.
Maybe a new late game district to help defend against attacks from long ranged or nukes. but this would be more of a new late game tile improvement.
 
:D Like what would those be? :p

The original idea was to split every district in 2-3 other districts that each have all their buildings in a certain part of the game (Campus for example became a Philosopher's Quarter with a building in ancient, classical and medieval era, a Campus with a building in medieval, renaissance and industrial era and an R&D Center with a building in modern, atomic and reformation era) but there's much more possible once you start thinking about it. Those Campus districts evolved to: Science/culture mix for Philosopher's Quarter, pure science for Campus and science/production/gold mix for R&D Center.

That said, I'm still working on a first pass, and after that I'm going to do at least one more pass to diversify the districts further. And to add GPP, as I forgot them and don't wanna start with them halfway through.

On the topic of more districts or not, the thing is that after a few playthroughs, you know all the districts and always just pick the yield you want, as every district has exactly one yield that is also unique for the district: Campus is science, Commercial Hub is gold, Industrial Zone is production, Harbor is naval units and resources, Entertainment Zone has amenities, etc. Or, the other way around, science is Campus, gold is Commercial Hub, production is Industrial Zone, naval stuff is Harbor, amenities is Entertainment Zone.

I want to change that so that you start thinking "Do I want pure science here (Campus), or do I maybe want a mix of science and culture (Philosophers Quarter)?" And later on "Do I want to generate an extreme amount of science here (Philospher's Quarter + Campus + R&D District) or do I want to generate science, culture and amenities (Philospher's Quarter + Venue Area (which grants culture and amenities))?"
 
I don't think adding more complications to the districts is needed but having districts that do new things would be interesting.

Like Cerili's ideas for a Station district sounds really cool. Perhaps "Transport Hub" would work as a type, allowing it to be built earlier in the tech tree. Buildings could include:
-Stagecoach Inn
-Train Station/Freight Yard
-Metro

Aside from serving as a way to introduce the rail network into the game, I could see it as giving benefits to specialists in the city. Like increasing each of their yields by 0.5/1/1.5

Some other district ideas:
-Office Park, similar to the Neighbourhood district they provide more gold later in the game.
-Ski Slope, built on mountains to provide tourism/amenity, sort of like the seaside resort.
-Canal, a one-tile improvement that allows ships to pass through it to get past land blockages. and generates gold for trade routes passing through it. (It's only one tile, but you could potentially put two or three together if you've got other cities close enough.
-Arcology, super-late era game which allows for large amounts of housing and other yields.
 
I don't think adding more complications to the districts is needed but having districts that do new things would be interesting.

Like Cerili's ideas for a Station district sounds really cool. Perhaps "Transport Hub" would work as a type, allowing it to be built earlier in the tech tree. Buildings could include:
-Stagecoach Inn
-Train Station/Freight Yard
-Metro
I would call it the "Depot" district.

I would say the buildings would increase gold and production, and each one would extend the trade range of its city. Also, it gives the city an extra trade route.
-Inn: +1 Gold and +1 Production. Extends the trading range of Traders from this city (or passing through a Trading Post in this city) by 25%.
-Station: +2 Gold and +2 Production. Extends the trading range of Traders from this city (or passing through a Trading Post in this city) by 25%. Automatically builds a railroad to any other Depots with a Station building nearby.
-Pitstop (alternatively Parking Lot): +3 Gold and +2 Production. Extends the trading range of Traders from this city (or passing through a Trading Post in this city) by 25%.

I don't know about the Depot's specialist slots though.
 
I do like many of the new district types proposed.

How about theme park? It provides both amenities and tourism.

I don't know. I think it'd be a good one if Entertainment Complex was changed to have the focus a bit earlier in the game. But then, as I mentioned already, I'd want to see a total overhaul of Entertainment Complex and Theater Square anyways; culture, amenities and tourism are just too much related to one another to be kept so arbitrarily seperately. I mean, why can't I become happy from a visit to a museum, and why is a sports stadium not good for culture despite being a major cultural hotspot?
 
when thinking about district i ask myself this : city went from a 1 tile with a 3 tile radius domain to a 3 tile radius city with a domain the same size, why dont make it a 2 tile radius city with a 5 tile radius domain?

when considering that we would have town district and countryside district.

most of the existing district would be town district.

the existing district that would be on the countryside would be:

- neigborhood
- spaceport
- aerodrome

here is a district that i would put in the game (on the countryside) :

- transport hub (unlocked with "foreign trade) need to be 3 tile away from any city center or another transport hub) +1 gold per ressource adjacency, +1 culture per district adjacency
--- inn (require horseback riding) : +1 culture for every trade route passing through.
--- trade post (require currency or mathematic) : +1 gold for every trade route passing through
--- railroad station (require industrialisation) +1 production for adjacent ressources, transform road into railroad if the other extremity is a city center or a transport hub with a railroad station.

NB: like neigborhood, it is not limited at 1 per city but it is still limited by city size.
 
I'd also like to have mixed districts. As we have it now, most district are really specialized (maybe except the harbor). I'd like a district that provides some science and some culture, but of course less than if you build the campus and theatre district.

Or a district that provides production and food that would make a good first choice in newly settled cities to get them up faster (maybe it increases internal trade route yields as well). Buildings could increase yields from mines, farms or maybe unimproved terrain instead. Maybe add a greenhouse that makes it possible to build farms in tundra or desert.

A construction/building district that has similar effects than the factory, but the other way round. Instead of adding production, it reduces the cogs needed to build buildings and wonders in nearby cities. Buildings could decrease the worldwide cost for districts and in the later game get you an additional worker charge for builders trained in that city.

More mutually exclusive buildings would help mix things up.

District idea:

Enforcement District: Bonuses for spies produced here, increase spy defense, lower or halt the chance of barbarians appearing in your borders due to low amenities
Buildings: Jail, Constabulary, Police Station, Intelligence Agency
 
Actually, I think the hospital could be its own district, unlocked with the (classical) herbalism tech. In general, I'd say its buildings increase food and housing but I dont know if this is really necessary for the game. Maybe it would be more fitting to be implemented along a health system. Though implementing a system like that would also require it to have some positives, and it's already kinda included in housing itself. Food for thought.
Could get adjaceny bonus from woods/rivers.

Buildings(combined with multiple choices):
Apothecary - Barber Shop: Extra science for Apothecary, extra culture for barber shop. +whatever the base yield of this district is anyway (housing/food/health).
Spital - Mortuary: Heavy baseyield improvement for spital, maybe regional bonus. The mortuary could offer somekind of plague protection, if it would be alongside some health system :p and/or science. Those buildings would be renaissance-ish.
Spa - Pharmaceutical institute: The former could be another regional baseyield improvement. The later local science/baseyield (similar to mortuary). Modern era-ish.
 
Perhaps an Agricultural Quarter for cities isolated from sources of food? It'd work like an industrial/Entertainment district in that it has a range of 6 tiles, only in this case it draws on sources of food bonus resources within a 6-tile radius. (Perhaps at 0.5 per resource, since that could potentially be a lot of food.)

+1 Food adjacency bonus from farms, pastures, plantations, camps, fishing boats. and rivers.
+1 Gold Adjacency bonus for Commercial and Harbour districts.
+2 Food yield for trade routes.

Buildings:
1st tier (Ancient)
-Granary (Moved from city centre)
+Food from Rice, Wheat, Bananas (Within 6 Squares)
+Housing
-Slaughterhouse
+Food from Cattle, Sheep, Deer (Within 6 Squares)
+Production

2nd tier (Medieval)
-Windmill
+Food from Rice, Wheat, Bananas (Within 6 Squares)
+Production

-Smokehouse
+Food from Cattle, Sheep, Deer, Fish, Crabs (Within 6 Squares)
+Housing

3rd tier (Modern)
-Supermarket
+Housing
+Gold
-Culinary Academy
+Amenity from Entertainment
+Culture

(I'd also propose a new religious belief called "Dietary Practices", granting faith from Cattle, Sheep, Deer, Fish, Crabs)
 
mh, how could a diplomatic quarter work?

It provides envoys.
It has something to do with spies. Production and experience or free promotion bonus.
Maybe it provides something like technical and cultural exchange with another Civ.
It improves trade routes.
 
I would add a Latifundium in classic era, to be located near food resources and giving +0,5 food per adjacent resource for trade routes and +1 Gold, +1 Food per resource for the city.
see https://en.wikipedia.org/wiki/Latifundium

In medieval era I would add a monastery/brewery with science + faith + culture production. When located near wheat it would also produce a new luxury : beer (amenity) for internal use and export ... In modern era it would also produce tourism.

Also in medieval era I would add a feudal castle which generates +1 Gold from nearby farms each and gives +100 % to production of medieval Knights. The castle would culture bomb adjacent tiles and work similar to a camp in defense. Foreign trade routes passing the castle loose 1 Gold which is added to the castle-owners income (toll road). In modern era it would also produce culture and tourism.
 
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I think something that could be done without adding new districts, is bonuses if certain districts appear in the same city. So maybe a commercial hub with a bank unlocks a building in the industrial zone for third tier that is otherwise not buildable. Or a stable in combination with a commercial hub increases the yield from external trade routes a bit. A research lab in a city with a power plant could grant more production from mines. An military academy with a factory could give extra strength (+5) to units built there. An entertainment district and a cultural district could allow a cinema building etc.

As for new districts, I still feel the only one that 'feels missing' is something about envoys and spies. Others can be nice (like a greenhouse), but not 'needed.'
 
One suggestion I made over in the modding area was for an Ethnic Enclave, which would be dynamic in look and name.

So you might have a Sumertown or a Little Egypt, and it's art style would be appropriate to the ethnic minority living there. It would function like a neighborhood but with a big Tourism and culture boost.

There's also some question about what mechanisms would trigger such a district. Do you build it? Does it pop up on its own? If you build it, how do you determine what civilization's culture it assumes?
 
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