New districts

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 concur we have few same-slot building options, and more would be interesting. I even tought of giving them some other-district boosting flavour, so you might play with your city build-up further. I.E the science university mentioned might as well boost production of IZ in the same city, and the arts university, boost culture from theater square.
 
This would likely be better achieved by giving building choices for t2 or t3 rather than entirely split districts. (In the harbor case, I imagine any coastal city would want the lighthouse.)

I hope in civ7 they can resurrect an aspect of civ:BE if they want to keep the trade route limit tied to something you can make more of - specifically, the idea that a city could only accommodate a limited number of trade routes. So in this case, the trade route slot could come from either district, or a city center "trade depot," or whatever we want, but the CH and harbor could both add trade route capacity to the city. By cleverly tying things which boost trade route yields to those which boost trade route capacity for a city, you would naturally develop trading hubs in your empire. This naturally opens the door for true trade economic strategies, and for extra historical realism, things like commercial hub adjacency could itself play a role in trade route yield. Now you have a geographic case for trading hubs!


My one wish for NFP that i know I won't get, is to balance the game such that gold is something you have to work for.
:old: I am sick and tired of Sid Meier's Civilization: Rumpelstiltskin where we just conjure endless gold out of nowhere!

Its very, very fun if you raise the gold cost of all units... start with warriors, slingers, and scouts at 1gpt each... then edit the maintenance policies to do something else.

One more simple change firaxis should have made long ago.
 
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