New info from IGN article "3 ways civ6 radically re-invents itself"

That's quite an interesting article. A lot of info in it. For instance:
Of course, the number of Districts a city can support is limited by its population, which will force you to choose which areas each city should specialize in early on, and provide yet another strong incentive to expand your empire early. And those choices will be heavily influenced by the terrain you start on, says Lead Producer Dennis Shirk. “Right out of the gate you’re going to get adjacency bonuses of science by putting a Campus next to mountains or jungle. If you put down a holy site you’re going to want it next to woods to get the bonus there. If you’re on the coast, obviously you’re going to want to build a harbor. But these take up tiles, so eventually you also have to think about feeding your people. You have to make sure you can still build farms and mines, and wonders take up whole tiles as well. You can’t have everything everywhere.”
 
My major takeaway from the article is that there's a "Napoleonic Era" (supposedly when these new 'Corps' are unlocked). This sounds to me like some basic type of adaptation of the Enlightenment Era mod (woo!), and so we're going to end up with something roughly approaching an Ancient Era -> Classical Era -> Medieval Era -> Renaissance Era -> Napoleonic Era -> Industrial Era -> Modern Era -> Atomic Era -> Information Era set-up for the game's 'progression'.
 
Worth reading; my key takeaways are:

  • The districts idea could provide an interesting way to customize cities
  • They decided to adopt the Civ3-style armies idea to address the tediousness of moving every unit individually in Civ5 - yay! Support units should also help with that.
  • The active research sounds sensible and potentially interesting
  • They're at least looking at overhauling diplomacy, and the more varied agendas could be interesting as well

Edit: Moved the rest to Initial Reactions.
 
I am a fan of 1UPT, but the changes discussed with corps and armies, and escorts, etc just make sense. I always hated that 1 cell could hold 10s of units, so 1UPT was a great change IMO. But I think after a full game of strict 1UPT, these limited additions are exactly what the doc ordered.

Love to hear City-States are back, interested in hearing more about them.

What worries me is the "largeness" of each individual city, now with up to 12 districts (each taking up a tile, and Tile Improvements taking up a tile, and wonders taking up a tile - and resources, what happens to those if you build a district or wonder or something on them?), you are going to run out of real estate really fast (or starve your people out of the game)..............It sounds like I like this idea, but I need to hold judgement until we see more. Specialized cities are going to be a necessity, tall empires are going to be very difficult, which is okay (better even)........but with all the wide empires, the map seems like it would have to be drastically bigger.

Of course the districts idea is going all kinds of crazy in my mind right now.......the tactics man, the TACTICS. The military district having its own "bombard" ability along with the primary city hex. With the majority of your hammers coming from one district, if that gets hit and reduced to rubble, it will cripple your ability to function in a war, same with your military district (Unless I'm thinking about this all wrong). You can have very targeted attacks to weaken your enemy, and I think human vs AI is going to be a problem.
 
First, the groundwork must be laid. Notably, this is the first Civ game since Civilization 4 in 2004 to launch with a completely new game engine – one Firaxis says it’s designed from the ground up with deep mod support in mind.
Regarding that promised mod support, Beach as assurances and some encouraging hints. “We’re going to talk about this in depth later, but what we have done is added a whole bunch of flexibility in terms of how game rules are built, and created, and linked to the different subsystems in our game. And that sort of fresh approach to things is going to make the modders be able to go nuts right out of the gate in terms of adding things.”
Good stuff.
 
I reread the IGN article. There is no mention of building multiple districts of the same type in one city. Only that it would be impractical to build every district in one city. I suspect this is what wonders are for.

A since leaning wonder could work Like a 2nd science district in addition to whatever bonus it provides.
 
I reread the IGN article. There is no mention of building multiple districts of the same type in one city. Only that it would be impractical to build every district in one city. I suspect this is what wonders are for.

A since leaning wonder could work Like a 2nd science district in addition to whatever bonus it provides.

I think Wonders will provide a yield boost (for the tile) and provide a unique bonus (say food from Pyramids on Desert tile + Improved Worker speed)
 
Seems you have to establish a district before putting buildings into it. So it's not just about setting up a lot of districts and it obviously will cost you production (or gold).
A science district, which we’ve called a campus, once constructed will allow you to put a library and a university and a research lab out on that tile.
 
Now are districts built in the city menu or by builders?

I actually wonder if civ6 will borrow the same mechanic that BE used for victory wonders where the player will select a certain district type from the city build queue and then select the tile to put it in. In fact, since wonders also take up a whole tile, I bet it will work that way for wonders too. It would certainly make sense for consistency sake if both districts and wonders were selected from the build queue and then placed on the map.
 
Enlightenment Era would be more fitting, since Napoleon lived during the Industrial Era.

Agreed, but they probably wanted to ensure that the era is more 'accessible' to the general and unenlightened (rimshot) public.
 
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