Screenshot analysis!

Given that Unique districts have all retained the original design of the districts they replace with only a minor addition to it's graphics , The Bath District will certainly have an Aqueduct.
 
Given that Unique districts have all retained the original design of the districts they replace with only a minor addition to its graphics, The Bath District will certainly have an Aqueduct.

So, you mean it will show both an aqueduct and a bath?
 
Yes, the Bath graphic will be added to the original design of the Aqueduct district. That's how all of the other's have worked so far.
 
I don't know about that being consistently the case. The Mbanza looks nothing like a Neighborhood.
 
Sure it does. It's a bunch of houses.

The grass huts appear to be arranged differently than the studwall houses in the Neighborhood.

The Baths could incorporate Aqueducts is the design, since many were fed by Aqueducts, but then again it might not. Quite a few baths were located at the site of natural Springs.

In fact, that could be part of what makes Baths unique, it may not require mountains or a fresh water source.
 
The grass huts appear to be arranged differently than the studwall houses in the Neighborhood.

The Baths could incorporate Aqueducts is the design, since many were fed by Aqueducts, but then again it might not. Quite a few baths were located at the site of natural Springs.

In fact, that could be part of what makes Baths unique, it may not require mountains or a fresh water source.

I'd guess that

1. given romans are known for their aqueducts
2. Roman aqueducts weren't emphasized by previous versions of Civ rome

They probably chose a Unique District that repaces the Aqueduct to Emphasize the Aqueduct (Romans will build their Aqueducts for 1/2 price and not increase the price of other districts or count against pop limits)... so Graphically I expect it to have an Aqueduct present, and probably the same effect (or if you don't need it near River/lake/mountain...perhaps you only get the Bath bonus if it is not near River/lake/mountain... and those give the "Aqueduct" bonus)
 
I cant imagine a world where Rome doesn't get an aqueduct with their Bath.

Mbanza's look different than neighborhoods probably because neighborhoods don't have any buildings you can build in em.
 
It would be a real shame if Rome doesn't get their trademark acqueducts... or perhaps, their "bath" district can carry water up to TWO hexes instead of just one (one hex for the aqueduct and another one for the bath itself).
 
Ikael: Or maybe the Baths don't have placement restrictions, which would give Rome unprecedented flexibility in city placement as they don't need fresh water access for housing
 
Ikael: Or maybe the Baths don't have placement restrictions, which would give Rome unprecedented flexibility in city placement as they don't need fresh water access for housing

That's what I was suggesting. Also, I imagine there is some kind of Culture output. You can't have a bunch of naked dudes soaking in silence. It's awkward. They have to discuss cultural things.:king:
 
I cant imagine a world where Rome doesn't get an aqueduct with their Bath.

Mbanza's look different than neighborhoods probably because neighborhoods don't have any buildings you can build in em.

There seems to be levels to Neighborhoods, at least 2-3 upgrades. But that's easily modified.

It's possible that Baths can be built anywhere, so you don't need to built them adjacent to a Fresh Water source.

It's one of those gameplay over realism.
 
Just want to say that these are some juicy yields (at least for medieval era) :D

Spoiler :
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Spoiler :
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Couple random notes related to Holy Site:

1. Having Pantanal nearby is brutal, you get 4 faith if you put Holy Site adjacent to two of it tiles, and there are 4 such locations possible. So if Pantanal is better positioned (unlike here), you might easily put 2, and sometimes 3 or even 4 Holy Sites next to it. With Scripture policy (+100% HS adjacency bonuses), this might become 24-32 extra faith.

2. There is apparently citizen working this HS, since it only gets 8 from Pantanal adjacency (they also use Scripture). Other 2 come from citizen, so it is either assingned, or somehow it is worked automatically (I am not sure if this is clear yet, I think we are still yet to see any UI for this).

Spoiler :
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Spoiler :
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If the tile tooltip ignores yields from buildings in it's presentation then I'd find it odd that it would include yields from assigned specialists - which come from buildings.

The +100% adjacent bonus is probably turning the adjacent woods and city center into +1 tiles.
 
Based on that tool tip, it looks like that value is just for the district and does not include the contributions from the temple or shrine (+4 faith and +2 faith based on the tool tip thread). I don't recall being able to mouse over each building separately so can't see those yields on the map?

The appeal value of 6 for that district is the highest one I've observed. This is the scale I have seen based on tool tips.

4 - 6: Breathtaking
2 - 3: Charming
-1 - 1: Average
-3 - -2: Uninviting
 
If the tile tooltip ignores yields from buildings in it's presentation then I'd find it odd that it would include yields from assigned specialists.

The +100% adjacent bonus is probably turning the adjacent woods and city center into +1 tiles.

Wow I am a moron :D I think you are right, and it is very interesting. So you don't need 2 woods (or districts) for that minor bonus to become effective, you can materialize it by doubling it through Scripture.


Based on that tool tip, it looks like that value is just for the district and does not include the contributions from the temple or shrine (+4 faith and +2 faith based on the tool tip thread). I don't recall being able to mouse over each building separately so can't see those yields on the map?

Yeah, it is 100% not included. In another par of video we can see that Sevilla produces 17.6 faith, which I guess is 10 (Holy Site) + 6 (Temple, Shrine), multiplied by either 1.1 of 1.09 (they have tons of amenities, so either 10% multiplier, or 9% multiplier (which it was before) and some weird rounding).
 
And it makes sense as a game mechanic as well to keep it consistant, how would several aquaduct tiles work with regards to adjacency bonuses, district limits/pop and increased district cost? It would just be a mess to break the rules that the players need to learn for districts in order to allow this.

Make it non-unique like the neighborhood. While not proven yet I suspect non-unique districts don't confer bonuses and that the only difference between them and normal tile improvements is that they are built by a city and not a builder.

I'd be fine if they changed the aqueduct to be something that can be placed on any owned tile and ferries fresh water tile-to-tile when adjacent to each other.

That said, there is enough newness going on with districts that having this also be a special-case at launch could be a bit much. I suspect they had to do neighborhoods that way to allow for large cities in the later stages of the game, but the pressure to do that in the mid-game is considerably less.
 
Make it non-unique like the neighborhood. While not proven yet I suspect non-unique districts don't confer bonuses and that the only difference between them and normal tile improvements is that they are built by a city and not a builder.

I'd be fine if they changed the aqueduct to be something that can be placed on any owned tile and ferries fresh water tile-to-tile when adjacent to each other.

That said, there is enough newness going on with districts that having this also be a special-case at launch could be a bit much. I suspect they had to do neighborhoods that way to allow for large cities in the later stages of the game, but the pressure to do that in the mid-game is considerably less.


Sure, it's not a big problem. But say that aquaduct districts contain buildings (which we do not know 100% yet, although sewers have been mentioned AFAIK), it will be a different exception than neighborhoods. And that would also require specific rules. So I'm questioning if it's worth adding a layer of complexity to "fix" the devs intended mechanics. To compare, if you already have say a tobacco resource tile, why aren't you able to also grow that resource on the tile next to it? I think most will agree that because of balance that would be a bad idea, although it's certainly possible to implement.

But city placement is supposed to matter, and if you could just ignore water for housing and luxuries for ammenities, a big part of that would be gone.

On a side note, I wonder if aquaducts will upgrade or convert into something else later in the game. It's not a big deal, and in earlier civs buildings do not upgrade, but it would seem kinda weird in the late game to still have an aquaduct district next to your super modern city centre. The devs once said there were some special rules for the aquaduct, there might be other things than adjacency to water.
 
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