Amrunril
Emperor
- Joined
- Feb 7, 2015
- Messages
- 1,239
Civ V's link between terrain and district bonuses is a very interesting strategic element. Unfortunately, it is influenced only by a relatively small number of terrain features, and it declines in importance beyond the early game. A solution to both of these problems would be to dramatically increase the number of buildings that either have their own adjacency bonuses (like Norway's Stave Church) or increase the value of nearby resources (like the Water Mill and Civ V's Granary). A University, for instance could gain adjacency bonuses from nearby neighborhoods, while a Research Lab could increase the science yield of Aluminum and Mercury in the same city.
These bonuses would be even more interesting in cases where different buildings compete for the same slot. If for instance, Stables provided additional mounted unit production from pastures and Barracks provided additional melee unit production from mines, decisions about where to put encampments and what buildings to put in them would become more interesting. While this dynamic would currently apply only to a handful of buildings, I hope that the game will eventually add more such choices.
While increased yields from terrain an adjacency would generally come in the form of the district's primary yield, this would not need to be an absolute limitation. A Temple, or one of the worship buildings, might provide culture from incense, for instance. Benefits could even extend beyond yield boosts, with Universities increasing great person generation in adjacent districts or Broadcast Towers increasing the regional effect range from adjacent Stadiums.
Districts and adjacency bonuses are one of the best innovations of Civ VI, and expanding beyond a simple system of mountains, forests/rainforests, rivers and districts would only make them deeper and more engaging. Attaching these expanded mechanics to buildings rather than districts themselves would spread these dynamics across the game's eras and allow advanced players to make detailed plans without overwhelming new players with information. I very much hope that expanded interactions between terrain, buildings and adjacent districts will be part of future patches and expansions.
These bonuses would be even more interesting in cases where different buildings compete for the same slot. If for instance, Stables provided additional mounted unit production from pastures and Barracks provided additional melee unit production from mines, decisions about where to put encampments and what buildings to put in them would become more interesting. While this dynamic would currently apply only to a handful of buildings, I hope that the game will eventually add more such choices.
While increased yields from terrain an adjacency would generally come in the form of the district's primary yield, this would not need to be an absolute limitation. A Temple, or one of the worship buildings, might provide culture from incense, for instance. Benefits could even extend beyond yield boosts, with Universities increasing great person generation in adjacent districts or Broadcast Towers increasing the regional effect range from adjacent Stadiums.
Districts and adjacency bonuses are one of the best innovations of Civ VI, and expanding beyond a simple system of mountains, forests/rainforests, rivers and districts would only make them deeper and more engaging. Attaching these expanded mechanics to buildings rather than districts themselves would spread these dynamics across the game's eras and allow advanced players to make detailed plans without overwhelming new players with information. I very much hope that expanded interactions between terrain, buildings and adjacent districts will be part of future patches and expansions.