Plan for overlapping Industrial and Entertainment districts

Robert Smith

Prince
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Mar 28, 2008
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Do you plan your city locations to boost adjacency bonuses from cluster of districts?
Or do you try to optimize your district location for each city and consider the overlapping as a bonus?

If I have understand it correctly a city gets hammer and amenities not only from there own industrial and entertainment districts but also from factories, power plants and entertainment buildings in nearby districts (max 6 tiles away).

Is it correct what this overlapping is only for Industrial and entertainment districts?
 
Overlapping works for
  • Industrial Zones Factories and Power Plants (not workshops)
  • Entertainment District Zoos and Stadiums (not Arena)
In summery T2 and T3 buildings from both IZ and Entertainment affect more than 1 city. The overlap is most useful for IZ thought.

I try to put my IZ so that they can benefit from some adjacency and affect at least 3 cities (this is not always possible due to landmasses shape, a city on the end of a peninsula might not allow for good overlap). I can rarely affect more than 4 cities with a single IZ but can sometimes have a single city affected by 5-6 IZ.
I don't create plans or diagrams but i make use of map pins to locate relatively optimal locations.

My Entertainment Complexes (finally remembered how those are called!) are placed in the middle of big cities so they can affect as much of my core cities as possible since they don't have any adjacency.
 
While Entertainment Complexes by themselves don't provide adjacency bonuses; the Zoos (and Stadiums) do; so I'd place them in light of what they've eventually do; (given the later game cost off districts themselves, it seems sub-optimal to build an Entertainment Complex you aren't planning on upgrading to a Zoo & Stadium)

Also; this interacts with the "Department of Luxuries"; it tries to equalize the overall amenities across your empire; and so after you are significantly past 4 (most civs) / 6 (Aztecs) ; it doesn't really matter what the local amenity situation is, only the number of cities within range does. (The "department of luxuries" will if your core area has "excessive" zoos & stadiums remove all luxuries entirely from the core cities and reassign them to the portion of your empire with no entertainment complexes at all)
 
Overlapping the IZs -- as described in several threads -- is, from what I can tell so far, the key to crushing this game. That is true for every leader I've tried to this point, but in particular, it makes Germany the best civ in the game.
 
I, aswell, try to overlap IZ's as much as I can, but for a reason, not yet clear to me(best bets are terrain and/or colosseum), two different games we're like night and day. Other going with 122h in capitol and a 2pop city having 46h and the rest f the core&"core" in between those two, 2 conquered civs(both civs @tundra) and everyone is happy. In the other game best city has 80prod and I'd argue it has more IZ's influencing it than my Capital at first game, one civ conquered and everything screams for amenities... Not sure if that one wonder could have solved this issue entirely, but atleast it would have helped in it. Other thing I'm wondering is in the first game maybe the tundra ones "produce"" more amenities than they need so it as well helped.

But yeah, definitely trying to overlap IZ's and going to try approaching next game with 3-4"big" cities with more districts into as much cities as I possibly can while filling "holes" to give the core more IZ bonuses, since atm. I feel that I can build less districts than I would want/need when REXng straight out of the gate
 
I'm only in my 4th game right now (bought the game a bit later and don't have so much time to play it), but so far I've always placed each city as I would in CivV - that means I was mainly looking for the best tile to place that particular city, without thinking about other cities and the area-of-effect bonuses of the 2 districts. But of course when I'm then planning where to put that districts, I focus on the bonuses. But I don't choose a worse spot for a city (out of a river, out of the reach of a resource or a see etc.) just to be later able to get my industrial district in the range of 6 tiles from another city.
But I notice that the more I play the more I think about it, so if there are two equally good tiles for the city, I count the distances and take the bonuses into account.
 
Yeah, it's a hussle at first, but you'll get the hang of it soon :) now that TomKQT said it out loud I might have been soo focused on the IZ overlap that it's causing my problems. So keep them in mind, but be careful :)
 
What normally happens in my games is I look to see where the best locations are for cities. I try to keep them close together (4-6 tiles between) but will spread out if it is obviously needed. This means that at times I will have cities that are 6-10 tiles apart. When I get later in the game, I "fill in" large gaps with special cities that are only there for a new IZ and possibly ED. Build times are lower due to them already getting overlap from other cities and their districts amplify everything else.
 
So overlap potential before adjacency bonus potential when choosing where to put your IZ?
I know it's hard for me to forgo a 4 mines surrounded spot facing the outside of my empire for a one mine spot facing the center of my empire (thus sharing with one or two more cities)

I guess it all comes down to the hammer created, but since I got no clue has to how many hammers does each IZ tier provides...
It must also depends on how late in the game you are since only t2 and 3 are actually shared.
 
I guess I just have to try it then if it works for Bigv32 too :)

Karmah iirc it's +3h from factories and +4 h from powerplants so for a total of 7 per IZ. (8 if you'r Japan?) So if you get one city in range of it it already pays off vs +4h from 4mines :)

E:fixed huaweis spelling incorrector...
 
Bear in mind, that +7 isn't going to be seen until the modern era. The +4 adjacency bonus is there from the medieval era. Other bonuses from more optimal city placement (fresh water bonus, e.g.) arein place right from turn one. Early bonuses trump late bonuses. It's not likely going to be the case that the optimal strategy is to forgo any benefits from proper city and district placement in favour of a benefit you only see in the late game.

I like the idea of placing cities further apart with better placement early then "filling in the blanks" later on when you can actually benefit from the overlap bonuses.
 
My gameplan is to get the capital's IZ to feed all my cities. I get a nice hex shaped empire and I build the rest of the IZs inwards.

I like to get a minimum of +2 adjacency bonus on my IZs. With the policy and the factory in the capital, even the flatland cities can get a sizeable mid game boost to their production and get the infrastructure faster. Sometimes I prefer to sacrifice a potential overlap if I can get a 4+ adjacency bonus.

As for Entertainment, it becomes relevant pretty late in the game. I generally try to leave a tile next to my capital's IZ, cause it's guaranteed to get the maximum overlap that way, but even if that's not possible, getting a 3 city overlap is adequate and pretty easy to do.
 
Most of them I would give up adjacency bonus for covering more cities. Because adjacency bonus don't really go above +3 that often, and only for that city only, so you are trading that with an extra factory+power plant on the extra cities.

I would also plan to squeeze in as many cities as possible using the settler lense. Prioritize settling on spots with fresh water and leave the no fresh water spots until the production network is set up.

In my mid to late game, Industrial zone is a must have in every city, but not entertainment complex, because there is no cap to production, but I believe there is a cap to happiness ("ecstatic" seems to be the highest you can get with citizen state of mind)
 
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