The district system

One article described how you will start replacing farms with neighborhoods in the Medieval era. It sounds like you will have to balance districts against traditional improvements. That will act as a limit on district-sprawl.
 
One article described how you will start replacing farms with neighborhoods in the Medieval era. It sounds like you will have to balance districts against traditional improvements. That will act as a limit on district-sprawl.
I missed the mention of neighborhoods. Do you know which article it was?
 
Imagine if in Civ V you could only assign population to work tiles that were contiguously connected to the city tile. It would really hamper early growth and present an additional puzzle to tile exploitation.
Actually, I think that could work pretty well. Things would have to be balanced differently, but that's not necessarily a bad thing. In Civ5, it seems a bit too easy to get a city to run in almost any position almost no matter how barren or how hilly because of the way you can freely pick which tiles to work.
 
Thanks.

That's cool. The "suburb" improvement was something I really missed from Civ IV.

That could be a useful tool for aesthetically-minded city planners who want to make things look more contiguous.

The thing that I am unsure about is whether the neighborhoods are improvements, a kind of district, or a term they just threw in there as a synonym for districts.
 
Thanks.

That's cool. The "suburb" improvement was something I really missed from Civ IV.

That could be a useful tool for aesthetically-minded city planners who want to make things look more contiguous.

This is the first I've heard of neighborhoods also. The article says that farms will become less important as the game progresses and that replacing them with neighborhoods to house citizens will become a priority. Interesting, I'm assuming there will be more dependence upon buildings, expansion or trade to further the growth of your civilization. This is definitely a reflection of real life. I'm eager for more info now.
 
The thing that I am unsure about is whether the neighborhoods are improvements, a kind of district, or a term they just threw in there as a synonym for districts.
If districts are unique, and this seems likely, then anything that can be built more than once per city must be an improvement.
 
I wonder whether there will be any civs that have a unique district (UD :))...

For instance, France could have a Chateau district that replaces the military camp and provides culture/tourism.

Alternatively (or additionally), a civ could have a UA that has something to do with districts. I'm struggling to think of an example though...

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I wonder whether there will be any civs that have a unique district (UD :))...

For instance, France could have a Chateau district that replaces the military camp and provides culture/tourism.

Alternatively (or additionally), a civ could have a UA that has something to do with districts. I'm struggling to think of an example though...

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I hope there will be. It would be one more type of unique to differentiate the civs from each other.
 
They did say in one article that you could have several of the same district in one town, but that it would be a matter of prioritizing - didn't they?

The idea that farms will gradually give way to neighborhoods to house population is really intriguing. There is a plethora of possibilities in balancing tall cities here that really intrigues me.
 
New question, what happens to the districts when you conquer a city. In Civ V, a city would lose most of its buildings. Will the districts remain intact except the buildings (unless you wreck the district during the fighting)?
 
I assume districts are built from inside the city interface, without Workers.
I guess that when you start to build your first building of a special type, say a library, there will be a popup saying "We need to assign a district as the science campus. Please choose one of the unoccupied hexes" with a clickable city-map (and probably a suggestion which tile to choose). Later science buildings will then automatically be plopped down in that district.

On an unrelated note: Do you think that we will just get one generic kind of great person who can be marched to an existing district, bulbed, and who then turns that district into a super version of same or gives you an instant one time boost of the specific resource that district makes? That could solve a few problems CiV now has with great people.
 
Destroy I say!

And then, if they successfully defend their empire and want to re-use the tile they need to clean it up, which is a worker action that takes tons of time but grants them 10% of the production they spent on the wonder. :lol:
I agree. Or leave the rubble and wait for archaeology to come around which turns the tile with the ruined wonder into a super dig site with a massive culture/tourism output. And it could yield extra tourism if adjacent to a cultural district. Although I'd like to see that last one for intact wonders as well.
 
On an unrelated note: Do you think that we will just get one generic kind of great person who can be marched to an existing district, bulbed, and who then turns that district into a super version of same or gives you an instant one time boost of the specific resource that district makes? That could solve a few problems CiV now has with great people.
I sure hope not! Imagine how Civ5 would be if you could use all your merchant specialists to generate Great Scientists. :eek:
 
I feel like 'neighborhood' has to be districts- they're basically synonyms in this context. In that case it makes sense that as the game goes on and your city grows, you start adding more districts that replace farms and other tile improvements.
 
I feel like 'neighborhood' has to be districts- they're basically synonyms in this context. In that case it makes sense that as the game goes on and your city grows, you start adding more districts that replace farms and other tile improvements.

I don't think so. From the info we have, they have clearly different roles. Districts host buildings and thus there's 1 district of each type per city. Neighborhoods are going to mostly replace farms, so they are likely to be more than 1 per city and thus be an improvement.

What interests me a lot is a vague mention of neighborhoods used to house population. If that's gameplay mechanic, not some random words, this could mean completely different population system.
 
What interests me a lot is a vague mention of neighborhoods used to house population. If that's gameplay mechanic, not some random words, this could mean completely different population system.
The way I read it, this will mean a cap on how big you can grow your city based on the number of neighborhoods you build. So if you make a lot of different districts and wonders in a city, the city will be able to house less population.
 
The way I read it, this will mean a cap on how big you can grow your city based on the number of neighborhoods you build. So if you make a lot of different districts and wonders in a city, the city will be able to house less population.

It's possible. It also explains why they neighborhoods replace farms - if you hit the cap, you don't need more food. What bothers me:
- How the game should handle the pillaging of neighborhood? Is it immediate pop drop?
- Hard population cap was an issue in earlier Civ games but was thrown away after Civ3 in favor of more dynamic systems. I'm not sure I see the real goal behind returning the system back.
 
Civ 5 was a major let down compared to Civ 4 where the whole game was dedigned from the ground up with multiplayer in mind. I was hoping they would go back to something closer to Civ 4 with Civ 6 but I am still willing to wait and see what Civ 6 has to offer.
 
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