What do you think of this change with the current information?
Note : I did not read all the 400 posts in this thread ...
- The district system reminds me of the city districts in "Rise of Legends", the successor of the famous "Rise of Nations" by Civ2/Col/AC-Designer Brian Reynolds.
- I suppose that districts evolved from Great Persons Improvements.
In Civ 4 GPs could be added to a city as super specialists.
In Civ 5 GPs could be converted to special tile improvements with specific Yields like Science, Culture, Faith, Gold, Production.
In Civ 6 each city can build this kind of GP tile improvement without the specific GP, but in a limited way.
- It might be difficult to protect all these distant districts of a city with a city wall unless the city wall is designed like the Great Wall Wonder in Civ5.
- Cities with districts will cover many tiles which will dramatically change the scale of the map. Districts of real cities often have a size around maybe 1 square km or less. (European cities in Medieval Age often were smaller than 1 square km.)
This means that a standard map with 10.000 tiles will correlate with a region of about 10.000 square km (which is only the 50.000. part of Earth surface or the 1.000. part of Europe.) At that scale I fear you can only design historic scenarios with a small regional focus like Japanese Civil War, Rome conquering Italy, etc. Creating a Giant World Map which provides enough tiles for every player might become difficult.
(I usually only play Giant Earth scenarios.)
- Adjacency boni remind me of Command & Conquer : Tiberium Alliances, where most production buildings get a bonus from certain ressources or certain types of other buildings on the neighbouring tiles.
- According to the Gameplay movie the science district will receive extra science for adjacent mountain and rainforest tiles, e.g. +4 Science for 4 mountain tiles. If this is true, it is silly. Building an observatory on a mountain might give you a bonus to researching physics and astrophysics, but usually does not help with most other techs. Rainforest might be interesting for biology and medicin, but usually does not help with most other techs. In human history, most Rainforest civilizations had no need to develop modern techs at all due to a warm climate, hunting and primitive agriculture (Stone Age Civs). When european conquerors arrived, most of the Rainforest people "vanished". So implementing a Rainforest-Bonus for Science seems unhistorical to me. Mankind had to wait for electricity and airconditioning before it was possible to do western world office work in tropical climate. The same applies to the Mountain Bonus. Mountains usually provide a good defensive bonus allowing mountain people to avoid or repel enemy invasions, but on the other side they limit population growth due to fewer agricultural resources. Neither Brasil nor Tibet or Switzerland are leading in Tech in our world.
(On the other side I would not mind if Mountain Tiles would add a small bonus to Faith Production.)
- Implementing imaginary adjacency-boni for districts based on certain types of tiles might cause a huge balancing problem for scenario maps based on our real world. (You cannot add Mountains everywhere just to spread the mountain bonus equally to all players.)
- I do hope they will make a statement to supported map sizes and will release a 60-turns- or 100-turns-demo of the game. At first I found the districts interesting but now I fear that they change the game in a way that it will become less interesting than (modded) Civ 5 to me. (My focus is on replaying history in a modded Marathon Giant Earth scenario.)