Should the Entertainment Complex and the Water Park be a district like the others?

Should the EC/WP need some change?

  • No. Those districts don't need any change. They are perfect the way they are!

    Votes: 2 28.6%
  • Not really. They are not perfect, but I am just O.K. for small retouch.

    Votes: 3 42.9%
  • Don't know, I like both the EC/WP right now and the modifications you propose.

    Votes: 0 0.0%
  • I'm O.K. but, I would do something really different than you suggest!

    Votes: 2 28.6%
  • Yes, and I all for what you propose.

    Votes: 0 0.0%
  • Others

    Votes: 0 0.0%

  • Total voters
    7

Aurelesk

King
Joined
Oct 26, 2017
Messages
623
(Before we start, I must admit that I am not that good in english. I tried to rely a lot on translator, so I am sorry if I am misleading or if something dumb or doesn't make sense is written)

Introduction

Some districts ignore the Population cap to be build like the Canal, the Dam, the Aqueduct (or Bath), the Neighborhood (or Mbanza), and the Spaceport. Those are mostly utility districts: they are mostly districts whose main purpose is to fight arbitrary limits or downside like flood, bad map, fresh water, housing, or a way to waste Production / Gold in the sole purpose to restrain the science victory, and are available not early, but as the game progresses.

In other hand, the districts that need a certain amount of Population like the Campus, the Holy Site, the Theatre Square, the Industrial Zone, the Encampment, the Harbor, the Commercial Hub are districts that allow to progress in Science / Rocket victory, Faith / Religion victory, Culture / Tourism victory, Military units / Domination victory with the help of Production or Gold (or Faith) as some way to have things.

Most of them have key elements: 3 tiers buildings, a project, adjacency bonuses (except Encampment, that have defense), Great People (except Holy Site, due to how Religion works), Specialists and City-State bonuses.

The line are pretty clear, at one little exception maybe for Aerodrome that need Population but are just as an utility as Spaceport to unlock, supposedly most powerful units (well: it can launch nuclear device) (and some teleportation mechanics?). Maybe that districts had more use in alpha testing, like a Tourism boost for the city, but this is not my point to discuss over this.

The other, big, exception is, in fact, the Entertainment Complex and Water Park. It is a early districts that need Population with 3 tiers buildings working à la Industrial Zone with a project, but somehow don’t have adjacency bonuses, Great People, Specialists or City-States bonuses. EC/WP are halfway in between. Even his purpose is halfway, those districts have utility with Amenity and somewhat give yield to resources and Tourism.


Question
The question is: should we change the EC/WP to be a main district?


Antithesis
You could answer No, and tell me that EC/WP are great the way they are. I will understand and believe you. I mean, the game is literally playable. So, why change the way EC/WP work just because they work slightly different than the others districts?

(Yeah, I am kind of lazy here and will not try to answer. I bet you will be better than me for this part!)


Thesis
But if you answer Yes, you have to tell yourself what will be the purpose of this districts. Let’s do some history! In Civilization V, the balance was way different that Civilization VI. Science was everything, and the way to win was to have few populous city focusing on Science and be ahead of everyone. Even if more cities mean more Production and Science overall, the cost in Science of technology upgraded by 10% for every city you have, so having too much city will slow down your Science progress contrary to now. So, the best way is to have few populous city, mostly because science building was based on population. That’s why Civilization VI tried to fight so much against Science and Population/Food hegemony: split technologies into 2 trees (Tech and Civic), allow to boost Science through little quest (Eureka!), and give some way to reduce tall playing with the creation of Housing and the change of Happiness to Amenity.

Once you know this, you understand that the main purpose of EC/WP is just a way to circumvent arbitrary limits against tall playing. Why not change this district into making city tall? EC/WP will then become a Food, Amenity and Housing districts, mostly Food/Amenity (because Housing have already some districts for this).


Suggestions
This is purely a suggestion of what this could become. This is open to your suggestions, mostly because it will be implausible that I get how much the suggestion I am making will change the game. And because I like to do suggestion! The base criteria we need to fill are:
  • Adjacency bonuses
  • Great People
  • City-State bonuses
So here the list:
  • Entertainment Complex and Water Park don’t provide +1 Amenity to parent city at completion.
  • Entertainment Complex have now adjacency bonuses:
    • +1 Food if the tile on which it is built is Charming, +2 if Breathtaking
    • +1 Food from adjacent Pasture
    • +1 Food from adjacent luxury resource.
    • +1 Food from every 2 adjacents districts..
  • Water Park have now adjacency bonuses:
    • +2 Food from adjacent Reef.
    • +1 Food from adjacent luxury resource.
    • +1 Food from every 2 adjacents land Coast tiles.
    • +1 Food from every 2 adjacents districts.
  • Entertainment Complex buildings have more bonuses:
    • Arena: +1 Amenity, +1 Loyalty, +2 Food, no longer give Culture.
    • Zoo: +1 Amenity (6-tiles radius), +1 Loyalty (9-tiles radius), -1 Loyalty (unfriendly 9-tiles radius), +2 Food (6-tiles radius) no longer give Science.
    • Stadium: +1 Amenity (+3 if powered) (6-tiles radius), +1 Loyalty (+3 if powered) (9-tiles radius), -1 Loyalty (-3 if powered) (unfriendly 9-tiles radius), +2 Food (+5 if powered) (6-tiles radius), no longer give Tourism.
  • Water Park buildings have more bonuses:
    • Ferris Wheel: +1 Amenity, +1 Loyalty, +2 Food, no longer give Tourism.
    • Aquarium: +1 Amenity (9-tiles radius), +1 Loyalty (9-tiles radius), -1 Loyalty (unfriendly 9-tiles radius), +2 Food (9-tiles radius) no longer give Science.
    • Aquatics Center: +1 Amenity (+3 if powered) (9-tiles radius), +1 Loyalty (+3 if powered) (9-tiles radius), -1 Loyalty (-3 if powered) (unfriendly 9-tiles radius), +2 Food (+5 of powered) (9-tiles radius), no longer give Tourism.
  • Creation of Great Visionnaire, a new great people focusing on Food, Amenity, Housing, Loyalty, and some mechanics (work in progress: it is more easy to do this for the Prophets! I just stole most of Merchant and Engineer, but if you have idea: tell me!)
    • (Classical)
    • (Classical)
    • (Classical)
    • (Medieval)
    • (Medieval)
    • (Medieval)
    • (Renaissance)
    • (Renaissance)
    • (Renaissance)
    • Joseph Paxton (Industrial): This district's regional buildings provide +1 Amenity. This district's regional buildings reach 3 tiles farther.
    • John Spilsbury (Industrial); Creates one copy of Toys, which provides +4 Amenities.
    • (Industrial)
    • (Modern)
    • (Modern)
    • Baron Haussmann (Modern): Gain +4 Housing and +1 Appeal in this city.
    • Jane Drew (Atomic): Gain +4 Housing and +3 Amenities in this city.
    • John Roebling (Atomic): Gain +2 Housing and +1 Amenities in a city. (2 charges).
    • Helena Rubinstein (Atomic): Creates two copies of Cosmetics, which provide +4 Amenities each.
    • Walt Disney (Information): This Entertain Complex regional buildings provide +2 Amenity and +50 Tourism. This district's regional buildings reach 9 tiles farther.
    • Charles de Gaulle (Information): Grievances you generate are halved and decay twice as fast, and Grievances generated are doubled and decay half as fast. +1 Gold for each Grievance.
    • Winston Churchill (Information): +1 Diplomatic favor for each active Alliance, multiplied by the level of that alliance. Alliance points are generated twice as quick. Every alliance types are available even if you or the other player already have that type of alliance currently (you are allowed to have only 1 Alliance per civilization, but you can now have a Scientific Alliance with everybody if you want, breaking the limit of 5 Alliances)
  • Entertainment Complex districts, Water Park districts, and their buildings generate Great Visionnaire points.
  • Two new projects are available for the Entertainment Complex and the Water Park, respectively Entertainment Complex Festival or Water Park Festival.
    • Earns Food equal to 15% of Production used and Great Visionnaires points.
  • The reward of the Bread and Circuses project completion change from a +20 Loyalty to Great Visionnaires points. The loyalty pressure for nearby cities and the city itself during the completion of the project is still functional.
  • Industrial City-States become Recreational City-State
    • 1 Envoy: +2 Food in the Capital.
    • 3 Envoys: +2 Food in every Arena and Ferris Wheel building.
    • 6 Envoys: +2 Food in every Zoo and Aquarium building.
  • Military City-State have their Production not specific towards units anymore. Their bonus now works with Industrial Zone buildings.

To make it simple: EC/WP are a districts that want to focus on tall cities, allowing to have the Food and the Amenity need, but also playing with the Loyalty mechanic. Unfortunately, the Tourism bonus disappear in the process, even if a policy card could work this way (maybe should I thought about new policy card, like +100% adjacency bonuses, +Tourism from building…). In the early game, it can allow you to grow your city if you end up in deserting place with very few Food nearby, and suffer less from flipping mechanic due to lack of population. Great Visionnaire are a way to further increase your city potential, mostly for the wonder builder that will love to have a tall and productive city for that. A new type of City-State focusing on Food appear for this two districts, but Industrial and Military fuse together. I did this because having too much type of city-state can be a pain because those interesting for you victory are less likely to appear. Also, you don’t really build Encampment and Industrial Zone in every of your cities, contrary to Campus, Theatre Square of Holy Site for certain victory condition. Encampment and Industrial both give Production, but now it isn’t split between unit and building production. A new project appears for Great Visionnaire point that allow you to convert Production into Food, allowing to grow your cities. If your cities grow to much, you can switch to Bread and Circus, that will yield Loyalty and Visionnaire point.


Conclusion
I think this change is really interesting. It transforms an utility district that circumvent the Amenity limits into something that play on many level and have multiple purpose. You can use it to grow your population, to make tall cities or make deserting cities at least grow a little, with a new project that yield Food in that matter. Furthermore, it allow to play with and fight against Loyalty mechanic better with the building that work à la Court of Love of Eleanor of Aquitaine, and even more with Breads and Circus project. Thanks to a new City-State and a new great People type, the EC/WP are more profitable in the long run and can give you an edge during the game like allowing to flip a city easier or have a healthier and more populous city than everyone else. It can also be a buff to Brazil, Aztecs or Hungary that have unique districts and buildings linked.

I like this change not only because the EC/WP is more powerful than before, but also because it is an option equal to the others main districts. And you, what do you think about that?
 
I think the only tweak the EC and WP need is maybe not counting against your district / population cap. It’s really hard to justify building these things - having it chew up pop cap makes them even harder to justify.
 
I honestly dislike any district that doesn't give GPPs sucking up a population slot. I tend to build these after I need them rather than in anticipation of needing them. That being said, because of amenity penalties and bonuses these district are actually pretty powerful. I acknowledge the fact that not preplanning these better than I do is a fault in my gameplay. An ecstatic empire is ridiculously better that even a neutral one.

Food focusing these districts and nerfing the amenities and culture/tourism/science benefits would be a step down. Tall play isn't hurting for food. Theres plenty of food available in the game currently. Tall play just doesn't have a good method for producing important yields. Two well planned 12 pop cities will outpace one well planned 24 pop city in science and culture.
 
Well, more Food mean:
  • Bigger population earlier
  • Less likely to fall of Loyalty
  • More likely to flip enemies cities
  • Allow to settle low Food region easier and more effectively (Toundra, Desert, Plains, profiting more early of Hilled/Forested area)
  • Substain high population due to lack of Food (less Farms due to more districts and wonders)*.

The tiers 2 and 3 buildings work Food bonus work as the Amenity bonus: in aura. So new border cities will grow quicker. A formidable tool for a Loyalty pressure mechanic. The new EC/WP is a tool for a better way to deal or use Loyalty mechanics, Maybe I am playing Eleonor to much.


* : This always bother me. At most, there is 6+12+18=36 tiles, in which 7 districts with 3 specialists each, making only a 50+ Population can face enemployement. But, Specialist are already are fictional jobs. So you can work 36 tiles, making 36+ Population useless. But, a district is always better than a tile (except utilities like the Canal, the Dam, the Aqueduct (or Bath), the Neighborhood (or Mbanza), and the Spaceport), making room for 9 districts, which lower the ideal Population to 27. Then, you start to think you will build some wonders and utilities on it, and you end up to have 20 tiles to work, without counting Mountain or else. At the end, you end thinking that a 20+ population cities are a waste a Amenities. Maybe we should change the way Specialist works for:
  • Every districts have now a Specialist slot.
  • Every Specialist yield 1 GPP of the kind they are.
  • Yield from specialist are following this formula:
    • Base district: 2 yields and 1 GPP.
    • Tiers1 buildings: 3 yields and 1 GPP.
    • Tiers2 buildings: 4 yields and 1 GPP.
    • Tiers3 buildings: 5 yields and 1 GPP.
For example, a Campus with 4 Specialists will generate 4 Great Scientist points per turn, and 5+4+3+2 = 14 Science per turn for the cost of 4 Population. If they are only 1 Specialist, only the more profitable slot is worked, so 5 Science and 1 GPP. But that need to transform Encampment to pure Production and Harbor to pure Gold for this to work easier. This will synergies well and better with EC/WP and tall playing, because you will have more Food allowing to have more Specialists, and
 
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