- Joined
- Aug 12, 2010
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- 18,949
Districts is the equivalent of 1UPT for cities. Instead of all the buildings being in the center tile, they're spread out on the city's radius (though the central tile still have buildings- we've seen granaries, & monument), with actual improvements showing and gameplay implications. ie: Wonders take up entire districts. It's impossible to build all the districts in one city. Districts themselves have themes ie: science, commerce, harbour etc. and get bonuses when placed next to certain terrain elements they have affinity to. I think each district can hold 4 buildings of a specifc theme. Which is more than enough given our known Civ upgrade path for basic buildings goes something like 1) library 2) university 3) schools 4) research labs or alternatively 1) market 2) bank 3) stock exchange
So this serves as specializing a city in more than the 'check if near river' type thing we're used to,. and adds a layer of depth to the game as an attacking force cannot simply march to the city tile, take it, and call it a day. The devs were quite explicit about fighting for control of districts, and military districts in the outskirts of a city producing the units, rather than the units coming from the city tile itself.
Lots of depth there.
Now that your buildings are vulnerable on the map, enemies can selectively disable your culture/gold/science/production/whatever without being able to actually conquer your cities. This creates a defensive conundrum. You will often be forced to pick which districts to defend at the expense of others.
I think it will also add value to high movement mounted units that can penetrate and pillage districts.