New Districts

Discussion in 'Civ - Ideas & Suggestions' started by Moriboe, Jan 12, 2017.

  1. Moriboe

    Moriboe King

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    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 :mischief:.


    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 :)!
     
  2. Victoria

    Victoria Regina Supporter

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    Slum District - requires a neighbourhood to have been built
    -2 appeal to adjacent tiles
    +2 production

    Slum Lord
    +4 gold
    -1 amenity

    Child Labour Factory
    +6 production
    +2 gold
    -2 diplomacy to all civs without a slum​

    Apologies for any offence this may cause, it is just a mechanic in a game
    It also hilights rather than hides the issue
     
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  3. Melendor

    Melendor Warlord

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    Intelligence Center


    “National wonder” - only one per civ, destroyed if conquered

    Needs Cold War civic


    +4 Science with Campus adjacency

    +4 Culture with Theatre adjacency

    +2 unit production with Encampment adjacency


    Recruitment Center: +1 Spy

    Training Center: Experience to new spies

    Crisis Room: Less chance to spies be killed in action
     
  4. Zaarin

    Zaarin Diplomatic Attaché to Londo Mollari

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    Your first three are already in the game: Government Center is literally what your city center is (though some more government-related buildings for it would not be objectionable), Media District is a modern-era Theater Square, and Trade Quarter is just a Commercial Hub. I guess I don't really see the point of new districts unless they're entirely different from what we already have (unless they're a civ's unique district--for example a Trade Quarter would be a good unique Commercial Hub for an Italian city-state civ).
     
  5. Victoria

    Victoria Regina Supporter

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    I like the slums, production at the price of population in neighbourhoods
     
  6. Moriboe

    Moriboe King

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    I don't find slums offensive, though I'd think they are not created through government initiative. It could also be an economy card? Provide those poor with (unfair) work.

    National wonders, or one copy districts, could work. The palace could be moved to one and be extended like in civ1 :).

    Even Belgium doesn't have that many parliaments :eek:! Wait, actually we do.
    I feel that more district choices would enhance city differentiation and/or specialisation. More fun for builder type players. From a game mechanics point of view I can only say you're right.
     
  7. isau

    isau Deity

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    The one that really sticks out to me is a district specific to earning influence with City States. Diplomatic District or Embassy Village or something like that. Buildings would be stuff like Customs, Foreign Exchange, and Ambassador's Hotel.
     
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  8. Siptah

    Siptah Eternal Chieftain

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    A government quarter is a good idea. But I'd like to propose something different.
    It is for diplomacy/world congress.
    You have space for 3 buildings in it like any other district - but these buildings linked to other civs or to CS. The CS building grants more envoys or even bonuses to suzerain bonuses and more gold from trade routes to CS from that city.
    The other buildings give you a benefit with the civ you choose: better trade routes from that city to this civ, slightly better deals (the more buildings, the better the deals), better diplomatic view. And it also shifts your relation slowly into a friendlier region.
    Maybe you can also influence the world congress (when it gets implemented) in some way with a building here. Or it is even needed for the diplomatic victory to have lots of those buildings and also the civ buildings.
    Maybe diplomatic quarter would be a better name. The buildings could be caravanserai (CS - classical), foreign cultural center (civs - industrial), lobby organization (world congress/UN - modern).

    Edit: Isau beat me to it while typing this...
     
  9. Candido Rondon

    Candido Rondon Chieftain

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    Regarding Slums: Personally, I think the Appeal level for the tile should determine the kind of residential area rather than the other way around. That being said, find it rather counter-intuitive that Housing is increased based on Appeal given the fact that the most appealing land in real life tends to have lower population densities. The appealing neighborhoods have big houses on big plots of land with low occupancy levels. It's the tenement houses that pack people in like sardines.

    New District: Palace district. This would be a "National Wonder"-type district only built in your current capital. The Palace district would have a bunch of building options but some of them would be mutually exclusive (like Art Museum and Archaeological Museum) in Theater Square now. They'd each have small civilization-wide effects that will increase your civilization's ability to specialize in military, science, gold production, etc.

    New District: Naval Base. This would be another water tile district with a specifically military function. I would probably move the XP bonuses from the Harbor district buildings over here and maybe buff their production and gold slightly to make the Harbor a distinctly economic district.
     
  10. darkace77450

    darkace77450 Emperor

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    Perhaps there's a life expectancy built into the system? Higher appeal neighborhoods attract healthier, wealthier citizens whose income gives them access to better food, healthcare, etc. Whereas lower appeal neighborhoods are literal tinderboxes in which fire, crime, and disease constantly threaten to wipe out masses of the poor who live in such close proximity.
     
  11. azzaare

    azzaare Chieftain

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    It is not a new district (well, it could be ...) but I would like to have the possibility to build (at least some) districts on water tiles that connected to land tiles. Real life example of artificial islands or land extensions exist. For instance, the Haneda airport in Tokyo is an artificial island.
     
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  12. Victoria

    Victoria Regina Supporter

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    You mean like a harbour?

    What you are suggesting seems to be land reclamation. A great idea but I doubt should be cheap and probably limited to a single tile per city to stop rude things being written in A fine game by Firaxis.
     
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  13. azzaare

    azzaare Chieftain

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    Something like land reclamation. But yes, exactly like the harbor.
    It doesn't need to be restricted I think. It should be a late technology (it is a restriction by itself), but that allows you to build a late district in a coastal city. For instance, your capital might be restricted district wise by being a coastal city more than by population. You could add airport, neighbourhood or entertainment late in the game. It does make sense, and some big coastal cities did it in real life (tokyo, dubai, ...).

    About the cost, maybe 50% increase of the district coast is reasonable.
     
  14. Leyrann

    Leyrann Deity

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    What about an Embassy District? You can only build one, and the city you build it in has to be size X+ (does not need to be the capital; for example, the Netherlands has Amsterdam as capital, while all the embassies are in The Hague (and, to be fair, the government is too)). You don't build anything in the embassy district yourself, instead, you allow other civs to establish embassies with you if you're not at war (instead of Diplomatic Service changing delegates to embassies, it now allows the building of an Embassy District). For every civ that establishes an embassy in your city, you gain X% of their science and culture rate and improved relations, but their spies gain a bonus rank, and their access level increases (the idea is that you want to build an Embassy district, but also that other civs will want to build embassies in them).

    Or an R&D District:

    Goal of the district: Improve science, production and gold output of the city. It has district-specific adjacency bonuses with the relevant districts and one building for each of the three yields.

    Unlocks in Industrial Era, gains +2 science from adjecent Campus, +2 production from adjecent Industrial Zone, +2 gold from adjecent Commercial Hub, +1 gold +1 production from adjecent Harbor, +3 gold from adjecent Aerodome, +3 science from adjecent Spaceport.

    (theoratically, you could have a "perfect" adjacency of 5 science, 3 production and 6 gold; but I'd like to see you try)
    (also, I realize that this would mean the Campus needs a different final building)

    Buildings:

    Laboratory (Industrial Era unlock): +2 science, +1 Great Scientist point per turn, +1 production if adjecent to Industrial Zone, +1 production if adjecent to Spaceport, +1 science if adjacent to Campus.
    Oil Refinery (Modern Era unlock): +3 production, +1 Great Engineer point per turn, +2 production if adjecent to Industrial Zone.
    Software Developer (Information Era unlock): +1 amenity, +3 gold, +1 Great Merchant poing per turn, +3 gold if adjecent to Commercial Hub.

    I realize the Oil Refinery might appear a bit weird, but I can't think of a better name for "a building that houses a company that thinks of new plastics and new uses for existing plastics".

    EDIT: When considering Particle Accelerator as third building, I figured that a nice Information Era world wonder would be CERN, maybe granting some kind of science boost. Maybe Particle Accelerator could be the new third building for the Campus, with CERN being a world wonder requiring one.
     
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  15. Victoria

    Victoria Regina Supporter

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    Land reclamation adds quite a bit of costs. Aggregates do not suddenly appear but have to be sourced, bought, shipped or found,extracted in large quantities.

    ...although maybe if you are saying the same cpst formula applies hut the base is 90 not 60 and this just builds the piece of land. You then have to build the district on top which may be like in dubai either a neighbourhood or a beach resort.....

    Not a bad idea
     
  16. Leyrann

    Leyrann Deity

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    I was actually thinking a bit about a possible Dutch civ just yesterday (as I'm Dutch myself), and I figured a nice unique improvement/ability/idk would be to reclaim land, requiring three builder actions to reclaim one tile: First action builds a dike around the tile, second action adds pumps (graphically wind mills in medieval and renaissance era, steam machines in industrial era, and just buildings in later eras), third action dries the tile, turning it into a polder (3 food, can build districts or improvements on them). If random events were to be added to the game, could add a random event where a dike might break in a storm, costing money depending on what is on the tile and rendering the tile unable to produce anything for X turns (probably several options where more expensive options allow you to use the tile again faster).
     
  17. Victoria

    Victoria Regina Supporter

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    Hey @Leyrann ..... How abaout a UU Fluyt or a tromp class cruiser?
    I may be English but know the reality is we were lucky against you guys. Its time the dutch navy re-emerged!
     
  18. Leyrann

    Leyrann Deity

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    That was what I was thinking too, but an idea just came up that would also do well for the Dutch: A naval unit that would be able to establish a trade route with a city no matter the distance; this trade route would be formed between the city that built the unit and the city the unit would be next to at the moment of use. The unit would be a military unit, but weaker than "normal" units around the same time (just like trade ships had cannons and could (and sometimes did) fight, but weren't made for it). It would also tie in nicely to a unique bonus I had thought of for the Netherlands: The origin city of a trade route gains +1 amenity for every type of luxery resource in the destination city.

    And I guess we should get back on New-Districts-topic.
     
  19. Victoria

    Victoria Regina Supporter

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    Does it have to be a Polder?
    If you can reclaim a bit of land on the coast the possibilities would be interesting.
     
  20. Leyrann

    Leyrann Deity

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    Not sure what you mean with "Does it have to be a Polder". Maybe it's just got to with "polder" being a Dutch world though: It's the word for any part of land that was water, then a dike was built around it and the water was pumped out. Doesn't matter if the water was marsh, lake or sea. The idea I had was, indeed, that you could reclaim land on the coasts (maybe it'd only be possible on coastal tiles?). I do think that it would be bad if it worked like in Civ5 though. They were great tiles, but the true strength of polders in real life ties in with what civ6 plays around: you get new land that you can build stuff on. For example, Schiphol Airport is built in a polder, as are most of The Hague, Amsterdam, etc.
     

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