As the novelty of the current districts is wearing thin, what do you think some new ones could be? All yields and great persons are accounted for so new ones will likely have to be coupled to new concepts, I'll vaguely hint at some. Numbers may not be balanced and included mostly for the gist of it.
Let us fantasize about a UI which shows area effects and an AI being able to understand the districts too, as to not spoil the exercise
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The missing:
[Think of -crime as +% gold and +stability as +% production, in analogy to earlier civ games' corruption and waste.]
Government Center: +1 adjacency bonus (gold) from all districts
- Courthouse (-crime, area)
- Hall of Parliament (+stability, area)
- Intelligence Agency (spy defence, area)
Media District: +1 adjacency bonus to all districts
- Publisher: +35% great person points
- Broadcast Tower: +3 culture and +15% tourism (theatre square gets the Opera)
- TV Station: +amenities, -crime or +stability depending on government
Trade Quarter: trade route (removed from the commerce district) and enhancements
- Caravansary (international)
- Guildhall (domestic)
- Customs House or Auction House (international or domestic)
Furthermore I'd like to see the market move to the city centre and have a choice between a Mint and an Exchange Office in its place. The market square is usually the heart of the city!
The nice but superfluous:
[Think of health as +% growth (housing should then become a hard cap) and power as (overlapping but capped) area production.]
Hospital: +health
- Apothecary
- Maternity Clinic (addtional +amenity, local)
- Radiology Unit (addtional +science if adjacent to campus)
Power Plant: +power (the Assembly Line replaces the current power plant building)
- Coal Plant, Nuclear Plant, Hydroelectric Dam, Windmill Park or Solar Park
They would need some requirements and yield variation obviously, plus appeal and health effects. A new "decommission" project could provide benefits (amenities, stability) when tearing down a coal or nuclear plant to be replaced by a sustainable alternative.
Estate: +1 adjacency bonus (food) from plantations, +0.5 from farms
- Abbey or Manor: faith or gold from resources
The more the merrier:
Correctional Facility: only makes sense with new concepts, affects area
- Jail (-crime)
- Internment Camp (-war weariness) or Labour Camp (+stability but -amenities)
Inland Port: must be placed on a river, +2 adjacency bonus to industrial zone
- Wharf (+1 gold, area)
- Dike (+1 gold from adjacent river tiles)
- Warehouse (+2 production, area)
Alternatives could be a Dry Port (adjacent to harbour) with Container Terminal, or a Rail Yard (adjacency bonus from roads). The latter could also be a nice tile improvement (engineer) which offers a movement boost to passing units, if the pathing algorithm would be up to it.
Business Park: +200% adjacency bonus of all adjacent districts
That's it for my ideas, thanks for reading. Interested in your thoughts, new ideas or expansion theories coming up
!
Let us fantasize about a UI which shows area effects and an AI being able to understand the districts too, as to not spoil the exercise

The missing:
[Think of -crime as +% gold and +stability as +% production, in analogy to earlier civ games' corruption and waste.]
Government Center: +1 adjacency bonus (gold) from all districts
- Courthouse (-crime, area)
- Hall of Parliament (+stability, area)
- Intelligence Agency (spy defence, area)
Media District: +1 adjacency bonus to all districts
- Publisher: +35% great person points
- Broadcast Tower: +3 culture and +15% tourism (theatre square gets the Opera)
- TV Station: +amenities, -crime or +stability depending on government
Trade Quarter: trade route (removed from the commerce district) and enhancements
- Caravansary (international)
- Guildhall (domestic)
- Customs House or Auction House (international or domestic)
Furthermore I'd like to see the market move to the city centre and have a choice between a Mint and an Exchange Office in its place. The market square is usually the heart of the city!
The nice but superfluous:
[Think of health as +% growth (housing should then become a hard cap) and power as (overlapping but capped) area production.]
Hospital: +health
- Apothecary
- Maternity Clinic (addtional +amenity, local)
- Radiology Unit (addtional +science if adjacent to campus)
Power Plant: +power (the Assembly Line replaces the current power plant building)
- Coal Plant, Nuclear Plant, Hydroelectric Dam, Windmill Park or Solar Park
They would need some requirements and yield variation obviously, plus appeal and health effects. A new "decommission" project could provide benefits (amenities, stability) when tearing down a coal or nuclear plant to be replaced by a sustainable alternative.
Estate: +1 adjacency bonus (food) from plantations, +0.5 from farms
- Abbey or Manor: faith or gold from resources
The more the merrier:
Correctional Facility: only makes sense with new concepts, affects area
- Jail (-crime)
- Internment Camp (-war weariness) or Labour Camp (+stability but -amenities)
Inland Port: must be placed on a river, +2 adjacency bonus to industrial zone
- Wharf (+1 gold, area)
- Dike (+1 gold from adjacent river tiles)
- Warehouse (+2 production, area)
Alternatives could be a Dry Port (adjacent to harbour) with Container Terminal, or a Rail Yard (adjacency bonus from roads). The latter could also be a nice tile improvement (engineer) which offers a movement boost to passing units, if the pathing algorithm would be up to it.
Business Park: +200% adjacency bonus of all adjacent districts
That's it for my ideas, thanks for reading. Interested in your thoughts, new ideas or expansion theories coming up
