Settlements, Cities and Towns: What We Know So Far

Navelgazer

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Hi all, it was requested that I create a thread for this, so here's what I believe we know about Settlements, Cities and Towns thus far. Please add any additional information you might have!

Thanks!

Basically, Settlements refer to Cities AND Towns, anything that has a name and a population and works surrounding tiles within its control.

Cities (like your Capitol, for instance) operate more or less like the cities that you're used to in recent civ games (though instead of placing population on tiles, population bumps allow you to improve more of your tiles, which also culture bombs the tiles around it, and this is how your borders grow, and your city works ALL of its tile yields at all times.) Cities get a build queue, like the cities you're used to.

When you build a building in an unimproved tile, it creates an Urban District, each of which have two building slots, at least in the Age of Antiquity. Some buildings (like your Civ's unique buildings) create a "Secret District" when combined into one district. Urban districts must be placed adjacent to at least one other urban district. Improving a tile with an improvement (which happens automatically as a choice when your city's population increases) culture-bombs any surrounding tiles not already within your control and creates a Rural District. Each tile only has one kind of improvement which can be placed on it (at least based on the demo that the content creators played.)

Towns are what settlers found when you send one out there. A Town will automatically build a road to the nearest city if within range (like Rome in Civ6) and has no build queue. Its population grows fast, however, and it sends food and gold back to your Cities, helping them grow and buy things faster. Once a Town reaches 7 pop, you'll have the option to specialize it in one of a number of ways (farming town, mining town, fishing town, etc.) You can also spend a large amount of gold to transform a town into a city, the price of which drops the higher a town's population is, but the price of which rises the more cities you have. Towns also improve tiles into Rural Districts as their population grows, I believe.

I believe that you can buy buildings and units in either cities or towns (but I'm not 100% sure of that.) Purchasing buildings in a Town presumably creates an urban district for that town, but I'm not sure of that.

Basically, you'll want both cities and towns. Cities build things for you (including your urban bonus buildings) but towns feed your empire (and also help you get specific resources and such.)
 
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:thumbsup: thanks.

I think this post:
As far as I gathered from the different prieviews (feel free to correct)

City - works "almost like" your standard Civ city (there are several changes, gameplay-wise, part of them being the management of districts with grow below, the non-allocation of population to tiles, etc...but, in the end, cities keep being the "core" element of your civ)
Town - is a non-operative city (no build queue), having only resource-gathering capabilities. Production gathering is converted to gold and you can still "buy" some buildings that ease town conversion to city at a later stage. Indeed, (and probably except your first), your settlers settle towns, not cities, and you would then decide to evolve them.
Settlements - I cannot recall having heard it fully explained, so I take it is used as a generic for towns + cities. Ah, there is a cap in there, I don't know it would apply only to cities or to all types of settlement.

Districts are anything that expands your city town. It seems now they are generated with population growht and come in two types: rural and urban.
- Rural Distritcts are the replacement for the old improvements, and probably also for citizen allocation to work tiles. This is: now you don't seend your city people out to the wilderness to gather resources, but each time the city grows, you are able to assign a patch of land were they live and work providing you the tile resources (per IGN, you may be limited to adjacent tiles, a la humankind / endless legend, with seems a bad move to me - and to them, but let's wait for more info)
- Urban Districts are also built allocating population and take up a tile (so there is some compromise between "growing" your city or getting resources). Growing your city as urban districts work as building slots. Each urban district will be able to hold a number of buildings (seems it will be increasing with each Era, starting with two in the Ancient), so your will be limited on what you build in your city to the number of Urban Districts you have.
- Quartiers seem to be dedicated urban districts (dedication being generated by the type of buildings you select in them): this is, when you build matching buildings in an urban district, it becomes a Quartier with probably added benefits. The example I have got for this, albeit "unique", explain quite well: as egypt, you can build a Mortuory temple (unique building) and a Mastaba (unique) in an urban district. This will make the urban district become a Necropolis quartier, wich has added benefits over the separated buildings. You may imagine similar potential combinations for "standard" Civ VI districts, so building a library and a school in a district might turn it into a Campus quartier, or a barracks and a guard tower may make a district turn into a Military quartier, etc...

Is the most important. Maybe with the help of some videos we will already get a comprehensive overview!
 
Some tidbits from this preview article:

New feature: towns​

  • Settlers now found towns instead of cities
  • Towns have no production queue: they convert Production directly into Gold
  • You can use Gold to purchase units and buildings in towns
  • Towns can be turned into cities by spending Gold; the cost increases with the number of cities you already control
  • Towns can adopt permanent specializations with bonuses: farming town, mining town, military fort, trade outpost

Changes to cities​

  • Cities no longer expand onto new tiles automatically. When a city grows, you're prompted to select an adjacent tile for it to annex. (You can still purchase tiles, too.)
  • Workers are gone. Improvements like Farms and Mines are added to new tiles automatically.
  • City tiles are now classed as "rural" or "urban." Rural tiles contain improvements (Farms, Mines, etc), and become urban districts if you add buildings to them. There are no longer predefined district types; you can place any combination of two buildings (as far as I observed) in an urban district.
  • Some buildings are now classed as "Warehouse" buildings and work differently than in previous games: Granaries, for example, now provide +1 Food per farm improvement (In Civ 6, they provided a flat +1 Food/+2 Housing)
  • Walls can now be built in each urban district; to capture a city, an invader must breach all of its fortified districts
  • Resources can now be assigned to cities and towns, providing bonuses to them (I didn't play around with this too much, but I like that it makes resources more than just trade items; it seems like a significant feature that I just didn't get to see the full implications of)
  • When you enter a new age, old buildings lose their special effects and adjacency bonuses, encouraging you to replace them with new buildings
 
Cities have production as they do now. Since towns don't have a build queue, they don't have "production" in the same way, but production yields from worked tiles are converted into gold (I don't know at what rate.)
 
That conversion must be less efficient than using production directly, otherwise there would not be a need to upgrade a town...no?
There appears to be limitations on what Towns can buy. One of Augustus' special abilities is "Can purchase Culture Buildings in Towns." Implying that you can't normally purchase Culture Buildings in Towns.
 
Also, Towns can't build wonders, just to give another example.

But as I understand it, there's a rule of thumb that 1 hammer is worth 4 gold. So if towns are converting hammers to gold at 1:1, that's not necessarily great (though better than nothing.) The rate might be better.
 
Thank you :thumbsup:.

It would be lovely if someone could find some screenshots, if we can easily see a difference.
As far as I can tell the only visual difference between a City and a Town is in what buildings it contains. Egypt Capital on left, Town on right.

7_ss_egypt_capital1.jpg 7_ss_egypt_town1.jpg
 
"Town - is a non-operative city (no build queue), having only resource-gathering capabilities. Production gathering is converted to gold and you can still "buy" some buildings that ease town conversion to city at a later stage."

Hmmm...come to think of it, this is quite similar to Age of Wonders 4. 🤔 When you expend a settler, you build an outpost. It takes a number of turns before it can become a city. It is a money drain for you and you can build fortifications for it and speed up its growth through cash inflows. You expend Imperium to finally turn it into a regular city.

 
Hmmm...come to think of it, this is quite similar to Age of Wonders 4. 🤔 When you expend a settler, you build an outpost. It takes a number of turns before it can become a city. It is a money drain for you and you can build fortifications for it and speed up its growth through cash inflows. You expend Imperium to finally turn it into a regular city.

My memory is a little foggy, but I think that's essentially how Civ: Beyond Earth worked
 
I wonder if this change to towns and cities is keeping the late game in mind. In VI the overhead of setting up cities late game sometimes felt like a chore, especially with things like flood defences.

I think having specialist towns that feed into the cities is a fun idea. I wish the spread of buildings was more sparse in towns so they could feel more rural though.
 
I think having specialist towns that feed into the cities is a fun idea.
I agree.

I wish the spread of buildings was more sparse in towns so they could feel more rural though.
Not this though. I understand towns as smaller cities or proto cities. If you need to buy all buildings towns will necessarily be smaller i urbanity though?
 
I wonder if this change to towns and cities is keeping the late game in mind. In VI the overhead of setting up cities late game sometimes felt like a chore, especially with things like flood defences.

I think having specialist towns that feed into the cities is a fun idea. I wish the spread of buildings was more sparse in towns so they could feel more rural though.
Yes, I think this change is definitely one of several to reduce micromanagement.

You still have control over how a Town is built, so if you want your Towns to look rural all you have to do is build Rural Districts (tile improvements) and not Urban Districts (buildings). If you don't buy any extra buildings, a Town will only have the one Urban District that it starts with.
 
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