Quarters

Vitruvian Guar

Warlord
Joined
Sep 19, 2024
Messages
118
I think quarters system has a huge potential.

Currently we know that there are unique quarters for some civs. I also might have heard something about specialized quarters - put a library and academy in the same district - bam - science quarter with extra science yield. Though, I don't think we ever had a dev statements on this.

But even this would be just scrapping the surface of possibilities. And what would be the point of allowing to construct any building in any district if there is a strictly better way to place them?

So I'm thinking that there could be a lot of different quarters and therefore a lot interesting game mechanical combinations between different buildings. For example:

Grainary + Bath = +10% growth
Grainary + Barracks = +20% infantry production
Grainary + Stables = +20% cavalry production
Barracks + Stables = +10% millitary unit production
Barracks + Odeon = gain culture while training infantry

etc.

This would provide more interesting choices and more possibilities for specialization of the settlements.

A separate but relevant thing is the question of adjacency bonuses for buildings in regards to quarter system. Suppose building A has adjacency bonus for building B. Is this bonus received if they are builed in the same quarter? Maybe it even should be doubled?

So, as I said - a lot of potential. And even if FRX will not deliver on it in the base game, this is a direction modders can pursue.
 
Can someone explain the difference between quarters and the districts of Civ VI? I haven’t really understood.
 
Can someone explain the difference between quarters and the districts of Civ VI? I haven’t really understood.
Civ 6 districts were specific items that you built to contain specifically designated structures. The districts themselves had benefits and bonuses.

Civ 7 districts are freeform. The non-unique ones have no inherent bonuses and can contain any combination of buildings. Now the buildings have all the bonuses.

And quarters are just districts that have their building slots filled.
 
The problems with quarters system is what it could easily go from increasing freedom to decreasing it. If bonuses from pairing buildings will be high enough, there will be no reason not to build quarters. That's why I think it belongs more to unique buildings. Some of them look like a really hard choice, because buildings inside quarter have different adjacency bonuses, so you'll often have to sacrifice those adjacency bonuses in order to get unique quarters.
 
The problems with quarters system is what it could easily go from increasing freedom to decreasing it. If bonuses from pairing buildings will be high enough, there will be no reason not to build quarters. That's why I think it belongs more to unique buildings. Some of them look like a really hard choice, because buildings inside quarter have different adjacency bonuses, so you'll often have to sacrifice those adjacency bonuses in order to get unique quarters.
I wonder if there will be super OP building combos from across the ages... would be a shame if I can't have my unique antiquity science building next to my unique exploration science building because my antiquity happiness building gives better science bonuses in that combination :shifty: But of course, these wouldn't make a unique quarter then.
 
I wonder if there will be super OP building combos from across the ages... would be a shame if I can't have my unique antiquity science building next to my unique exploration science building because my antiquity happiness building gives better science bonuses in that combination :shifty: But of course, these wouldn't make a unique quarter then.
As I understand, the adjacency bonuses work only with fixed land features like resources or rivers. Firaxis took their lesson from Civ6.

And I don't think it makes sense to provide bonuses between different civs. Too many combinations.
 
As I understand, the adjacency bonuses work only with fixed land features like resources or rivers. Firaxis took their lesson from Civ6.

And I don't think it makes sense to provide bonuses between different civs. Too many combinations.
Nah, of course not, I wouldn‘t expect age-crossing District or quarter bonuses. That‘s what traditions are for. Still, the possibilities…
 
As I understand, the adjacency bonuses work only with fixed land features like resources or rivers. Firaxis took their lesson from Civ6.
No some buildings get bonuses from adjacent building types (just checking the UBs)

Temple of Jupiter: Unique Building. Happiness base. Culture adjacency with Happiness Buildings.

Basilica: Unique Building. Gold base. Influence adjacency for Culture Buildings.

and a number have bonuses for Quarters
 
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