Specialize cities by building districts of the same thing

@AriochIV: I kinda dislike the idea of districts being 'fallow tiles' that cannot be worked. I hope they just won't produce any food, but will give a yield that's related to their included buildings (and it will get larger as you build more of those).
The tooltips in the first video seem to support this. For example when the Holy Site tile is hovered over, the only yield shown is the 1 Faith, and not anything from the plains tile it's on.
 
A city will have to balance its Districts against normal tiles. You wouldn't want all District tiles, you need to feed people, and presumably want Production as well.

They said that a city needs a certain population before it is allowed to build the first district etc. ...

Example (numbers might be wrong):
size 3 : 1 district allowed
size 5 : 2 districts allowed
size 7 : 3 districts ...
size 10 : 4 districts ...
...
size 30 : 12 districts ...
 
No, it still exists; it's seen in the first gameplay video. It's not a separate screen, but directly on the map.
Although it may have been unclear, this is what I meant; imo, if a screen is on the map, that is close enough to it no longer existing. :p

I didn't notice before, though, that you have to click on a button to enable the pseudo-existant metaphysical city screen ('PEMCS' :lol:). That is a mistake, imo, as it's still interrupting the game's flow for no good reason. It might even be worse, since you now have to click on a tiny icon in the lower right corner of the screen, instead of clicking on the city itself. Why not simply show the yields when you click on the city one time (or double-click, if one click chooses a unit that's in the city)?

EDIT: Re: district yields: How disappointing. I suppose there's still time for them to change it... It's in the minor league of disappointments, and ofc we can't get everything that we want from any game, but it seems like a careless blunder to me because it's so obviously non-immersive and non-interactive ('what, my blacksmiths cannot be assigned to the furnaces to add further to production?'). What's worse, I fear that it will be the same for wonders as well... :scared: Oh well, modders to the rescue I guess.
 
Um... no? The developers have stated numerous times that no city will really be able to build all 12 districts. The last number I remember being said was about 7; so somewhere about half.

They said Probably. There is almost certainly no hard cap, so a city could have 12, it would just lose a lot of Wonder and food/growth tiles

EDIT: Re: district yields: How disappointing. I suppose there's still time for them to change it... It's in the minor league of disappointments, and ofc we can't get everything that we want from any game, but it seems like a careless blunder to me because it's so obviously non-immersive and non-interactive ('what, my blacksmiths cannot be assigned to the furnaces to add further to production?'). What's worse, I fear that it will be the same for wonders as well... :scared: Oh well, modders to the rescue I guess.

Some of those buildings will probably allow specialists (which may be important for the base yield now that there are other ways to get GP points.)

They may also improve the specialists.
 
They said Probably. There is almost certainly no hard cap, so a city could have 12, it would just lose a lot of Wonder and food/growth tilea.

Two things;

First, It would probably be sub-optimal, and the person I quoted is trying to say that cities will just build every district and be great at everything, which is the main thing I'm contesting. I highly doubt a city containing all 12 districts will be normal.

Two, I think it's entirely possible there's some form of a cap considering we know that district count is tied to population, which is therefore tied to growth (which is why I higlighted it in your post). Pretty sure we've seen something to the effect of the first district being available at pop 3, 2nd at pop 7, or some version thereof. So as an extention of the initial point - I highly doubt it will be the norm that cities would reach the population levels required to support all 12 districts.
 
I think it would definitely be sub optimal,

We know one of the districts (space port) seems strictly to be used for a Space Race victory (and looks like you only build 1/empire). If there is another district that is strictly/strongly based on a victory type, then it could be something you would never build along with a Spaceport in a real game.

We know the first is available at 1 and the 3rd at 7.... I would definitely hope your biggest (core) cities could get to supporting 12 fairly easily (assuming that you focused on that somewhat and didn't clutter the space up with too many Wonders)
 
Personally I hope it's rare and dependent on location, not jut whether the city is "core" or not; like in civ4, sometimes you just find spots that allow you to reach ungodly populations... but that wasn't the norm.

I think the emphasis should be in specializing.
 
I think a large city would specialize more in what districts have prime positions rather than which districts it has (possibly also which districts it puts specialists in ...ie multiple people working the tille)
 
I think a large city would specialize more in what districts have prime positions rather than which districts it has (possibly also which districts it puts specialists in ...ie multiple people working the tille)

Fair point in fact. Since we know mountains provide both a bonus to faith and science districts, if you founded a city with hex that had say, 3 adjacent mountains - your choice becomes does that city produce an a lot of science or a lot of faith.

So even in this counters the statement of the original person whom I quoted because no two cities would be producing the same yields even if they had the same number of districts, the same districts, and the same general improvements - or even, to go to the extreme; the same terrain.

Because city A.) may have used the hex with 3 mountains to place it's science district; city B.) may have used the 3 mountains for the religious district.

With all other variables being equal, the two "identical" cities produce different yields.
 
Two things;
I think it's entirely possible there's some form of a cap considering we know that district count is tied to population, which is therefore tied to growth.

Don't forget about Housing and Amenities ... a Farm provides +1 Food and +0.5 Housing ... there are adjacency boni for connected farms (maybe like the maori statues in Civ5)
 
They said that a city needs a certain population before it is allowed to build the first district etc. ...

Example (numbers might be wrong):
size 3 : 1 district allowed
size 5 : 2 districts allowed
size 7 : 3 districts ...
size 10 : 4 districts ...
...
size 30 : 12 districts ...

The first gameplay video shows a city building it's second district at pop 4.
 
They've already confirmed that, while you cannot build a new district atop a revealed resource, if the resource spawns under an existing district you get the benefit of the resource without losing the district.
That's not exactly what I meant. I was talking more about empty hexes NEXT to the resources. Assuming districts get an adjacency bonus for resources nearby, (maybe this is where I'm wrong?) you would want your industrial district to be in between two coals for example. But you didn't know there would be coal there, so you built a science district already.
 
That's not exactly what I meant. I was talking more about empty hexes NEXT to the resources. Assuming districts get an adjacency bonus for resources nearby, (maybe this is where I'm wrong?) you would want your industrial district to be in between two coals for example. But you didn't know there would be coal there, so you built a science district already.

Them's the breaks. Like building a city on a fault line you didn't know existed.

Oops.....
 
That's not exactly what I meant. I was talking more about empty hexes NEXT to the resources. Assuming districts get an adjacency bonus for resources nearby, (maybe this is where I'm wrong?) you would want your industrial district to be in between two coals for example. But you didn't know there would be coal there, so you built a science district already.

So far none of the adjacency bonuses/restritions for districts have included resources. (And the only known Wonder resource restriction is bonus -stone for stonehenge- rather than strategic)
 
So far none of the adjacency bonuses/restritions for districts have included resources. (And the only known Wonder resource restriction is bonus -stone for stonehenge- rather than strategic)

Not technically true.. The industrial district gets adjacency bonuses to mines and quarries.. and while mines are likely to be planted on hills as usual (although, can we talk about the fact that we actually haven't seen a mine that wasn't on a resource so far?)*, It's unclear if quarries are restricted to things like stone and marble.

I assume so, based on previous games. With that assumption, The Industrial district bonuses at least partially include resources by extension of their improvement.

Spoiler :
*I decided to look at one of the videos for a mine that wasn't on a resource. I believe I've found one.
13530547_10208800614108685_635565008_n.png
 
I believe we have seen a "generic" mine with no resources (top right):
Spoiler :
iOsW0ON.jpg
So I'm guessing that hills will take predominance over resources when it comes to planning industrial districts.
 
The first gameplay video shows a city building it's second district at pop 4.

I was under the impression you could build districts as follows:
  • No more than 1 for population 1-3
  • No more than 2 for population 4-6
  • No more than 3 for population 7-9
  • etc...

So basically:
Code:
districtsAvailable = RoundUp(population/3)
 
I was under the impression you could build districts as follows:
  • No more than 1 for population 1-3
  • No more than 2 for population 4-6
  • No more than 3 for population 7-9
  • etc...

So basically:
Code:
districtsAvailable = RoundUp(population/3)

That's one way to say it. Or you can say at least 4 pop for 2 districts, at least 7 pop for the 3 districts, and so on. But it's the same, yeah.
 
I hope not. The possibility to stack the same district would not be as fun as it sounds if you factor in % bonuses. One of the major reason I cannot stand GalCiv.

Was hoping to resurrect this thread. It doesn't sound like cities will be allowed to build two districts of the same type. SHOULD they be allowed to though? Was curious about this GalCiv comment -- why was that system so bad?
 
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