New districts

I hope a health related district is one too.

I've been liking the idea of a Bridge District too for moving land units easier across one tile with water.
 
I hope a health related district is one too.

I've been liking the idea of a Bridge District too for moving land units easier across one tile with water.
I want to like this, but the canal districts are so finicky that I can't imagine it working well, especially as it relates to AI pathing.
 
It will be something what will extend some already in-game mechanic but which has no district. Or maybe even some-kind of merge of few mechanics like government districts is which gives you bonuses from all around game.
 
I want military and civillian harbors and aerodomes separated. Navy harbor and trade harbor, and cvillian airport and military air base. Have the navy harbor show up in the renaissance era (and make England's dockyard a unique of it, keep Dido's as a trade one). The civillian aerodome should be cheap to build like an aqueduct and allow civillian and faith units to move around with just the district, no buildings needed. The military one should be like the current aerodome.

Some random ideas

Harbor. Gives gpt/gold percent, and maybe one of the later buildings can do something related to trading amenities. Maybe amenities effect 6 cities instead of 4, becuase you're trading more efficiently?
T1 building: lighthouse like normal
T2 building: warehouse. + money
T3 building: industrial dockyard. Think like a maersk dock full of containers.

Navy dockyard: Basically copy of the encampment for boats.
T1: Pirate's cove/Shipyard. One gives boost to ranged + raider units, the other gives a boost to melee units, like the barracks/stable pair.
T2 and T3 would be like encampment's. Lets you build military engineers, gives hammers etc.

Airport. Like the aerodome, has two tiers of buildings. Civillians and faith units can hop between airport districts, no buildings needed.
T1: Shopping pavillion. Gives some money and amenities
T2: Airport expansion. Gives more tourism to the things that get tourism with flight, and also more money.

Military airbase
T1: Guard post. Gives the aerodome a ranged shot like the encampment has. Allows military units, corps, and armies to hop between airbases with a guard post.
T2: Hangar. More planes can stay here. ICBMs can be stored here as well, but still only launched from silos. (Remember, an enemy unit can go pillage a silo, but they won't be able to do easily this here, since, there'll be a guard post).

Bonus idea: a building that goes in the neighborhood district that stops recruit partisans, but lowers the housing capacity but 1 and -1 amenity.
 
This isn't exactly new districts, but some new things I want in old districts.

Theater square: Keep the archaeological/art museum split, but additionally give the choice of a paleontolgy museum, whose paleontolgists (archaeologist replacement) find fossils which give science + tourism, instead of culture + tourism.

Campus: Split university into science university vs liberal arts university. Science one gives science and money. Liberal arts university gives culture and tourism.

Entertainmnt District: Split Zoo into Zoo (culture and from pastures and camps) and Botanical Garden (science from plantations and farms over bonus resources).

Seaside Resort: Split Aquarium into Aquarium (+1 science from sea animal tiles and reefs) and Marine Archaeology Center (3 artifact slots for shipwrecks which are now exclusive to marine archaeologists).

Holy Site: Split Temple into Temple (gives faith and gold via tithes) and Chapel (something militaristic and crusaderish). Perhaps gives units build in cities with a chapel faith on kills, but the chapel itself gives no yields except the relic slot?
 
I want military and civillian harbors and aerodomes separated. Navy harbor and trade harbor, and cvillian airport and military air base. Have the navy harbor show up in the renaissance era (and make England's dockyard a unique of it, keep Dido's as a trade one).
I've long wanted the Harbor to be an on-water replacement for the entertainment district, with a separate Naval Base district to cover the military aspects of the current Harbor. The way current Harbor and Commercial Hub competes for the trade route yet can both be build in the same city is a real thorn in my eye.
 
Wildlife/conservation refuge might be worth exploring to expand upon the national park idea. These could be both land and sea tiles and need some type of wildlife or resource but use it for a different (cultural or scientific) function rather than food or financial resource.
 
This isn't exactly new districts, but some new things I want in old districts.

Theater square: Keep the archaeological/art museum split, but additionally give the choice of a paleontolgy museum, whose paleontolgists (archaeologist replacement) find fossils which give science + tourism, instead of culture + tourism.

Campus: Split university into science university vs liberal arts university. Science one gives science and money. Liberal arts university gives culture and tourism.

Entertainmnt District: Split Zoo into Zoo (culture and from pastures and camps) and Botanical Garden (science from plantations and farms over bonus resources).

Seaside Resort: Split Aquarium into Aquarium (+1 science from sea animal tiles and reefs) and Marine Archaeology Center (3 artifact slots for shipwrecks which are now exclusive to marine archaeologists).

Holy Site: Split Temple into Temple (gives faith and gold via tithes) and Chapel (something militaristic and crusaderish). Perhaps gives units build in cities with a chapel faith on kills, but the chapel itself gives no yields except the relic slot?

I would really love to see more mutually exclusive building choices in districts, but at this point I'm afraid it's not going to happen before something like Civ VII.
 
My other idea is one I've made before and expands both the military and scientific realms: the "Black-sites" district (think area 51). These could be used to provide a separate tree of units (much like the warrior monks) or research that could finally open up the late eras to some interesting play versus what we have now.
 
I've long wanted the Harbor to be an on-water replacement for the entertainment district, with a separate Naval Base district to cover the military aspects of the current Harbor. The way current Harbor and Commercial Hub competes for the trade route yet can both be build in the same city is a real thorn in my eye.

Personally I actually like being able to have both a land commercial district and a naval commercial district, but they need a better balance. Harbors have a use even without giving you a trade route, but commerce hubs don't, so they're definitely not in the correct balance right now.
 
An exploratory district that actually resides outside your own borders and cannot be placed within X tiles of other civilizations could be founded, then be funded by the founder (or eventually lost) and would be able to be worked and expanded though the eras until that time the area is "discovered" by more civilizations. This type of investment could pay dividends for an early exploratory game and even make the founding of natural wonders much more interesting in certain ways. Obviously Huge maps would become even more interesting to play. Furthermore, placing (or funding?) "Botanists", "clergy", "linguists", "military scouts", "spys", "artists", "photographers" in these districts could lead to many different benefits, information, discoveries, etc. I personally love the watchtower mod that elevates the scout's ability and usefulness and would love to see some sort of district offshoot of that.
 
I really hope they don’t touch the Harbour. I’ve waited too long for Harbours / Coastal Cities to get good as it is.
Yes, the harbor is one of the few districts that's not completely specialized. It's good for food, gold, and production of ships. I'd wish the Aerodrome did the same but for tourism with the airport instead of it being solely military based.
 
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