moysturfurmer
Emperor
- Joined
- Mar 6, 2010
- Messages
- 1,558
I know Civ VII is definitely too far along for Firaxis to change the gameplay model of Civ VII, but this is just something I’m hoping they do:
Cities got too damn big in Civ VII. Between wonders taking up full tiles, tons of tile improvements, and like 15 districts, cities just got too messy and didn’t really feel all that cohesive. I think the district system was a great start, but think they could simplify it considerably.
Instead of having to build separate districts for each type of resource, I propose that there should be 4 types of district: The Urban District, the Port District, the Suburban District, and the Military District. And within each district, there ought to be space for 7 buildings, per side of the hex and middle.
Urban districts would have to be adjacent to either the city center or another urban district, and would be the main resource generator for the city.
Port districts would be placed on coast and would function similarly to the seaport in VI.
Suburban districts would be primarily for housing.
Encampments would function similarly to their VI counterparts.
Buildings built in a city will now have to be manually placed in an open slot within a district. Location would matter such that a Watermill would only be able to be built next to a river, and Granaries would confer bonuses if built adjacent to a farm. All buildings within a particular track would confer bonuses on each other if built next to eachother, so the notion of having one section of a city be devoted to commerce, and another be devoted to industry would still be intact. If a library is next to a university, then they would both produce +1 more science each (+2) max science. If a library is next to a university, and research center, then the library would have a +2 science bonus, and the university and research center would both have +1 (+4 total). But if a library, research center, and university are all adjacent to eachother, then they would all have + 2 science (+6 total). In order to maximize gold adjacency bonuses you could place an economy building in the center tile, since that would have the most adjacencies, and make it a de facto Financial District.
Buildings would also increase the output of adjacent tile improvements. A granary would increase the food yield of an adjacent farm, and a workshop would increase the production output of an adjacent mine, stables would increase the output of a pasture and so on and so on.
Wonders can now be built in districts. The majority of wonders would be built within Urban/Seaport districts, when appropriate. Certain rural wonders (like Stonehenge) or mountain-specific wonders (like Christo Redentor) would still be built on their own tile however. Wonders can also generate bonus yields if adjacent to similar buildings
whipped up an image to illustrate all this.
Cities got too damn big in Civ VII. Between wonders taking up full tiles, tons of tile improvements, and like 15 districts, cities just got too messy and didn’t really feel all that cohesive. I think the district system was a great start, but think they could simplify it considerably.
Instead of having to build separate districts for each type of resource, I propose that there should be 4 types of district: The Urban District, the Port District, the Suburban District, and the Military District. And within each district, there ought to be space for 7 buildings, per side of the hex and middle.
Urban districts would have to be adjacent to either the city center or another urban district, and would be the main resource generator for the city.
Port districts would be placed on coast and would function similarly to the seaport in VI.
Suburban districts would be primarily for housing.
Encampments would function similarly to their VI counterparts.
Buildings built in a city will now have to be manually placed in an open slot within a district. Location would matter such that a Watermill would only be able to be built next to a river, and Granaries would confer bonuses if built adjacent to a farm. All buildings within a particular track would confer bonuses on each other if built next to eachother, so the notion of having one section of a city be devoted to commerce, and another be devoted to industry would still be intact. If a library is next to a university, then they would both produce +1 more science each (+2) max science. If a library is next to a university, and research center, then the library would have a +2 science bonus, and the university and research center would both have +1 (+4 total). But if a library, research center, and university are all adjacent to eachother, then they would all have + 2 science (+6 total). In order to maximize gold adjacency bonuses you could place an economy building in the center tile, since that would have the most adjacencies, and make it a de facto Financial District.
Buildings would also increase the output of adjacent tile improvements. A granary would increase the food yield of an adjacent farm, and a workshop would increase the production output of an adjacent mine, stables would increase the output of a pasture and so on and so on.
Wonders can now be built in districts. The majority of wonders would be built within Urban/Seaport districts, when appropriate. Certain rural wonders (like Stonehenge) or mountain-specific wonders (like Christo Redentor) would still be built on their own tile however. Wonders can also generate bonus yields if adjacent to similar buildings
whipped up an image to illustrate all this.
