Kouvb593kdnuewnd
Left Forever
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- Jul 3, 2012
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I guess if a district is captured you lose the benefit it give to your city. If it is destroyed I don't think you lose the buildings but you need to pay a cost to repair it.
8) I am somewhat fearful of AI not being able to handle districts too well in times of war. I hope I'm wrong.
In fact, I wonder if civ6 will introduce a new strategy where players will periodically declare war on an AI, raze their science districts, make peace, then repeat and thus cripple the AI's science for most of the game allowing the human to far outpace the AI in tech.
I think the new diplomacy system can stop such things as it is likely that everyone will hate you if you do declare war often.
It depend on how much resources you need to invest in the war, maybe it take several turns to raze a district.
It is possible that war is not as cheap as it is in Civilization V and it is possible that science is not as important either. And just because war may be common in the early game don't mean they can have diplomatic consequence that will haunt you for the rest of the game.
There is to many what if to say if early raiding will be a good idea or not.
My take on the district system is this:
Overall, I just don't see them disallowing buildings in cities without specific districts, and that the district system will be elegantly designed (it is Ed Beach after all!).
- Buildings and units: I suspect that all cities can still make all buildings and units, but are enhanced by districts. For example, if I have a military district I get a unit production modifier and increased xp, economic buildings are more effective if on an economic district, etc..
As to whether there should be multiple districts of the same type I can't say, but it seems like a pretty straightforward design decision to only have one of each.
To this point in particular, one of the articles stated that there would be an advantage to placing your military district outside of the city walls as that would allow you to pump out units to take the enemy in the rear as they are sieging the city. That seems to imply the possibility that units and buildings may be district dependent; you may not be able to train military units without that military district present.
I think if you control the central tile you control the city but you can cause problems for the city owner by capturing districts.
I have no idea how coastal or island cities are going to work with the district system. Seems like you only want a couple of water tiles max or you'll run out of room fast.