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Still a little confused about improvement vs district

Big J Money

Emperor
Joined
Feb 23, 2005
Messages
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I know that these are two separate game concepts, but have they made it clear whether tile improvements can be made in hexes with districts in them?

Ex: can I have both a granary and farm in the same tile? Is there even a farm improvement any more, is food handled by farming/agriculture districts?

I'm also trying to think ahead about the implications of the two systems. Districts will take N number of turns to build, and I presume lock up the production of a city during that time. Builders the N number of turns (likely fewer) and allow the building of multiple improvements.

I'm almost even wondering why the game should have builders at all.
 
Buildings strictly go in Districts. Granaries in the City Center and Amphitheaters in the Theater Quarter, for instance.

Types of Improvements: There are still Farms, Plantations, Quarries, Mines, Camps, Fishing Boats, etc.

Builders allow you to transfer production from one city to another. You can build Builders in one city and have them create Improvements in another city, thereby freeing that city up for making buildings, districts, units, Wonders, or projects.
 
Farms and other improvements are still being built by builders, and you'll need farms to grow your city. I think you get one district for every three population, so especially early game, the majority of the tiles around your city will still be farms.

The granary, water mill, and monument will still be built in your city center, however, every other building will be built outside of the city in a district. So, once you reach population 3, you can get a religious district, a cultural district, a science district, etc, but your city will then be working the science district and two farms.

I'm pretty sure that's how its working anyway.
 
Farms and other improvements are still being built by builders, and you'll need farms to grow your city. I think you get one district for every three population, so especially early game, the majority of the tiles around your city will still be farms.

The granary, water mill, and monument will still be built in your city center, however, every other building will be built outside of the city in a district. So, once you reach population 3, you can get a religious district, a cultural district, a science district, etc, but your city will then be working the science district and two farms.

I'm pretty sure that's how its working anyway.

Is it clear whether citizens work districts?
 
It's not completely to me, but I think they have to. We already know religious districts provide religion, and science districts science; I very much doubt you simply get the resources for "free".
 
The granary, water mill, and monument will still be built in your city center, however, every other building will be built outside of the city in a district. So, once you reach population 3, you can get a religious district, a cultural district, a science district, etc, but your city will then be working the science district and two farms.
So far we know that at pop 4 one already can buy a second district and need pop 7 for the third one, so together with the one new district for every 3 pop, it seems like you can build the first district at pop1 already.
 
I know that these are two separate game concepts, but have they made it clear whether tile improvements can be made in hexes with districts in them?

Ex: can I have both a granary and farm in the same tile? Is there even a farm improvement any more, is food handled by farming/agriculture districts?

Tile improvements and districts are completely separate. So no, you cannot have a farm and granary in the same tile. A tile can either have a regular improvement like a farm or mine just like in civ5 or it can have a district, but not both. Districts are like special improvements that contain your buildings. So for example, the campus district has your science buildings in it.
 
Farms also get an adjacency bonus from other farms, so you'll typical want to build your farms far away from your districts so you can put lots of them right next to each other.
 
It has been strongly implied that we cannot work districts for yields (either Beach or Shirk has said that you'll need plenty of farms to support your districts; if you could have the underlying yield of 2 food from a grassland district, I doubt they would've emphasized this so much). I do hope that we will be able to do it though... Otherwise you'll have an incentive to found your districts exclusively on the most barren tiles, which can lead to some weird landscapes from a role-playing pov.
 
Farms also get an adjacency bonus from other farms, so you'll typical want to build your farms far away from your districts so you can put lots of them right next to each other.


Makes me wonder if a good strategy would be to buy some tiles farther away if they are grassland, just for keeping farms away from the tiles you might want to better things.

Depends on how tight money is I guess.
 
The combinations of adjacency bonuses is going to dictate where things go. You might want triangles of farms, but other considerations might dominate that. You might want your farms sprinkled about because adjacent districts are more important

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It has been strongly implied that we cannot work districts for yields (either Beach or Shirk has said that you'll need plenty of farms to support your districts; if you could have the underlying yield of 2 food from a grassland district, I doubt they would've emphasized this so much)

Not being able to work it for yields doesn't necessarily we won't still need to dedicate a citizen to get the district's resources . But thanks for that info. I guess it's more likely we won't, since otherwise specialists would seem more valuable than "district workers".
 
What we need is a Civ5 mod that gives one civ access to moai, chateaux and terrace farms to get the hang of all these overlapping adjacency bonuses...!
 
Farms and other improvements are still being built by builders, and you'll need farms to grow your city. I think you get one district for every three population, so especially early game, the majority of the tiles around your city will still be farms.
it depends actually. it is certain that the food box size will depend (be proportional to) on the difference between used and max housing capacity.
in the light of the new knowledge, :D increasing housing capacity by building stuff may speed up growth much more than a farm. not to mention that since builders have limited charges, farms now have an explicit hammer cost. :mischief:

Is it clear whether citizens work districts?
I am certain it's exclusive: either a workable improvement (farm/mind/etc.), a district, or a wonder.

It's not completely to me, but I think they have to. We already know religious districts provide religion, and science districts science; I very much doubt you simply get the resources for "free".
afaik science from pop was mentioned: something like 0.7 bulb per pop.

Farms also get an adjacency bonus from other farms, so you'll typical want to build your farms far away from your districts so you can put lots of them right next to each other.
afaik farms built in a triangle (3 farms, each is adjacent to two others) get an adjacency bonus (+1 food per farm I believe).

[...] Otherwise you'll have an incentive to found your districts exclusively on the most barren tiles, which can lead to some weird landscapes from a role-playing pov.
hm... no? you forget about adjacency bonuses for districts.
obviously if the adjacency bonuses are max on a barren tile - that's great! :goodjob:
 
Considering their discussion of adjacency bonus for the campus district, I think it is safe to say that districts can be worked.

I think a simple way of thinking of improvements versus districts is as follows:

In the early game, you can only build improvements (as districts are unlocked later), but once you start making districts, you replace your improvements with districts. So an old farm may become a campus if necessary. Otherwise you need to plan your districts from the getgo, while your needs may change as the game progress.

But I do not believe that improvements and districts can coexist on a tile, but generally speaking; districts are inherently better than improvements (because they do and yield more).
 
I suppose citizens working in districts will be specialists. They won't be working the tile but in the buildings on the district.
 
I think I like the District concept but the placement of buildings kind of bothers me. The "City Center" of any city is not the granary and the monument and the water mill. Nobody takes a vacation to the heart of London or New York or Rome or Beijing to see their majestic granaries.
 
I think I like the District concept but the placement of buildings kind of bothers me. The "City Center" of any city is not the granary and the monument and the water mill. Nobody takes a vacation to the heart of London or New York or Rome or Beijing to see their majestic granaries.

I think it's a gameplay issue. You can't get an outside district until pop 1 + 3 = 4, so they need to have some early game buildings in the city center district.
 
I think I like the District concept but the placement of buildings kind of bothers me. The "City Center" of any city is not the granary and the monument and the water mill. Nobody takes a vacation to the heart of London or New York or Rome or Beijing to see their majestic granaries.
Well, America wasn't led by Teddy Roosevelt in 4000 BC either. ;)
 
I think it's a gameplay issue. You can't get an outside district until pop 1 + 3 = 4, so they need to have some early game buildings in the city center district.

Well, America wasn't led by Teddy Roosevelt in 4000 BC either. ;)

:D

True enough, and you're going to have things like that. I guess it's just when I think of the bustling heart of any city, I think of the administration buildings and the commercial hub. I know it's for the new gameplay concept; but in my mind the Market should be one of the first city center buildings, not something off to the side.
 
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