The district system

We know of 8 for sure that have been mentioned by name: Campus, Holy Site, Theater Square, Encampment, Harbor, Commercial Hub, Industrial Zone, and Entertainment District (though the last is a translation). That leaves 4 unaccounted for. Nearly all of the Civ V buildings could thematically fit into one of the known 8, so the last 4 could be almost anything.

The only possibility that comes to mind is an "Emergency Services" district (Police Station, Courthouse, Hospital, Medical Lab).

The housing Neighborhood appears to be an improvement (so you can build more than one), as does the Airport/Airbase (so that you can build more than one, and place it outside your borders, like you could in Civ III (iirc).

Well in terms of connection to game values
Campus-research
Holy Site-faith
Theater Square-culture
Encampment-military
Harbor-sea access
Commercial-gold
Industrial-production
Entertainment-happiness
(8)

that leaves tourism (9)

also there is whether or not the city center counts as a district (10)

Some to be special focus, ie not all cities/victory types will build them

Diplomacy..helps influence CS [either nearest or with trade route] (11)
Administrative...buildings to work with conquered cities (12)
Space Race...(13)
 
From what we know, he's right. Each district could only built once for each city.
Civilization has never allowed multiple copies of a building, but there's more specific evidence. If you look at the gameplay video at 1:50 when the Campus district is being built, the only option in the District section of the menu is "Campus". The city already has a Holy Site district, and Holy Site does not appear as a build option. Ergo, you can't build more than one of each district.

civ6_production_list.jpg
 
City center do count as a district in terms of adjency bonuses but it may not be considered as a district in as one of the 12.
 
Certain districts will allow your city to perform certain "projects", some kind of "special actions" for cities. For example, religious districts will allow your city to perform religious festivals. No idea about which kind of effects these projects would have, and if we are talking about a "one time and done" type of projects or if they would be more of a recurrent thing.

I think I heard that you'll get faith from building the religious project (prayers?) and then a boost towards getting a Great Prophet at completion. It was in one of the YouTube videos linked in the articles thread.
 
Civilization has never allowed multiple copies of a building, but there's more specific evidence. If you look at the gameplay video at 1:50 when the Campus district is being built, the only option in the District section of the menu is "Campus". The city already has a Holy Site district, and Holy Site does not appear as a build option. Ergo, you can't build more than one of each district.
Technically, there is the possibility that once city reaches a certain size, it can build a second Religious District to accommodate larger demands. I'm not saying it will happen, just that what we see here is not bulletproof evidence.
 
The projects unlocked by districts appears to be essentially the same as the currency, research, and culture projects we have today, except that they're limited in duration and (reportedly) award Great Person points upon completion. I would assume that they're repeatable (otherwise, they would be of very limited value).

Technically, there is the possibility that once city reaches a certain size, it can build a second Religious District to accommodate larger demands. I'm not saying it will happen, just that what we see here is not bulletproof evidence.
Of course. It's not proof, but it's pretty strong evidence (combined with the fact that Civilization has never allowed multiple instances of the same building in the same city).
 
Technically, there is the possibility that once city reaches a certain size, it can build a second Religious District to accommodate larger demands. I'm not saying it will happen, just that what we see here is not bulletproof evidence.

TBH, i think i would be a good things if you CANT build more than one of the same type of district. That prevents anyone steamrolling away too much with a monster start, and really makes you think about balancing the placement of your cities so that you can get good quality districts of each kind in each city.
 
Being able to construct the same district twice sounds like that would allow quite a lot of insane yield-stacking. I'm pretty sure that's not going to happen.
 
TBH, i think i would be a good things if you CANT build more than one of the same type of district. That prevents anyone steamrolling away too much with a monster start, and really makes you think about balancing the placement of your cities so that you can get good quality districts of each kind in each city.

Actually, the ability of each city to be roughly equal in production of every resource is basically something the designers were trying to specifically avoid with the district system. It's mentioned in an article that you HAVE to be smarter with city placement and have a specific focus in mind for every city.
I rather prefer this. It's better for both historicity and gameplay; empires have always had proverbial bread baskets and industrial belts. As to gameplay it'll make it more of a choice as to what you can realistically do well based on terrain, and what you can do better with each city. Placement will also be more important.
 
The opportunity to upgrade a district so it could hold multiple citizens seems like a much clearer and more Civ-like alternative to building multiple of the same districts/buildings
 
Being able to construct the same district twice sounds like that would allow quite a lot of insane yield-stacking. I'm pretty sure that's not going to happen.

Imagine a forward-settled city ringed by multiple Military Encampments with a little man on the walls yelling "Come at me, bro!".

I don't think there will be multiple of the same district per city.
 
Actually, the ability of each city to be roughly equal in production of every resource is basically something the designers were trying to specifically avoid with the district system. It's mentioned in an article that you HAVE to be smarter with city placement and have a specific focus in mind for every city.
I rather prefer this. It's better for both historicity and gameplay; empires have always had proverbial bread baskets and industrial belts. As to gameplay it'll make it more of a choice as to what you can realistically do well based on terrain, and what you can do better with each city. Placement will also be more important.

It will both ways is my point. If you wanna maximise your tile yields from a set of mountains with to good research district plots you'd have to shape your empire to acommodate two cities there.

Of course cities still wont all have even yields, you will still place your cities around certain super optimal yield spots you can't resist. But if there happens to be two close together, with 1 district type per city you can't abuse it and gain one super city.

This method of encourages more expansion, rather than limiting your cities to certain, super optimal spots and going tall, it's more viable to go wide in the same space to take advantage of more of the land.

I understand your points as well and i'm sure they could work viably to produce an interesting gameplay style, but after Civ V i'm REALLY wary of super-cities with massive yields. Maybe you could unlock a civic that makes it more expensive to have more cities but lets you double up on districts? That could be a fun answer :goodjob:
 
The opportunity to upgrade a district so it could hold multiple citizens seems like a much clearer and more Civ-like alternative to building multiple of the same districts/buildings

The problem is that would (in theory) be limited by technology, wheras multiple districts would be limited by terrain (and city population)

Same reason for multiple buildings... if buildings are limited to certain districts, you can only get multiple copies of a building with multiple districts (limited by terrain and pop)

As for yield stacking... that depends on whether a building in a district benefits the yields of the city or just the district.


Now....
If districts actually act like "mini-cities".. ie each district has a population of its own, that don't work tiles but act sort of like stacked specialists, % bonuses from buildings there only apply to the output of that "mini-city".

It Still seems the more "map dependent" way would be to allow multiple districts... if you want to double the output of your district, you don't just pay to upgrade it from pop 3 capacity to pop 6 capacity... instead you have to find a Second site that is good for that district, and then build the district, and build the buildings that take it to level 3.

That said.... it seems that a duplicate district at least has more requirements than a second district of another type. I would like to see either
1. general progression, some civics/techs when discovered allow you to get one additional district of each type (so that by the end game you can get 4-6 of one district type per city)

2. Optional progression, some policy allows you to get multiple copies of X district
 
Districts are not mini-cities, they are a building that takes a tile and can be improved with other buildings. It's the same as library got improved with university and public school and research lab. Now you build all of these in one tile, call it campus, and it get bonuses from terrain. You don't have two libraries, you won't have two campi.

As to specialization - I guess each city will need a production district and a science district and a culture district and other district. not all, but I'd say 4-5 at least - terrain will dictate the order in which you build them, especially since you need 3 population per district. In the capital it will be mostly by the order in which you unlock them, capitals tend to grow fast enough for this. On other cities terrain and needs will dictate. A border town will need to get a walled encampment fast. A city that can get good science bonus will first build a campus etc. Some cities will be better at some things - but a city that only does science but can't build anything won't be able to build the science buildings fast enough anyway - so either burn lots of gold on those buildings or build a manufactory - even if you don't have a prime location or maybe hope that mines and lumbermills will do the trick.
 
Population can be put into districts, whether that is like specialists or not it is there.

And nothing has indicated that buildings in a district affect the output of the main city...

What if Library was "+1 Scientist allowed in this district...Scientists in this district generate 1 science"
University was "+1 Scientist allowed in this district...Scientists in this district generate +1 science"
Observatory "+1 Science per mountain adjacent to this district..+25% science in this district"
Public school "+1 Science per Scientist in this district..+25% science in this district"
Research lab "+1 Scientist allowed in this district...+50% to science from this district"

Then it would be quite reasonable to have multiple copies of a building on multiple districts (but only one on each)

As to specialization - I guess each city will need a production district and a science district and a culture district and other district.

Why would each city need a science/culture district?

You need some culture to grab tiles, but I assume a city will still have some base culture for tile growth before a culture district?

Production makes sense, because that is used locally... if you want to develop your other districts you probably need an industrial one.

However, I see no reason why 2 cities with 1 science district each would be better than 1 city with 2 science districts

If the one city has the two best science locations, then that should be an option (at least later in the game)

You only want a type of districts for every city if
1-the resource is used locally (Production, Happiness,.. if there is a food/housing district)

2-The buildings in the district provide a % boost to the city AND the base city contribution is high for most cities (this was true for CivV science where it mostly came from raw population with multipliers)
 
especially since you need 3 population per district. In the capital it will be mostly by the order in which you unlock them, capitals tend to grow fast enough for this.
Checking back on the gameplay video, the Campus was built as the second district to a city already with a Holy Site, and the city size was 4 pop.

So maybe the correct interpretation of what was said by the media, is that the first district needs 3 pop, not that every new district needs 3 more. Maybe every new district only needs one extra pop, or maybe there is a non linear increase in pop for more districts.
 
A city with two science districts is a very strong option that will remain in your dreams (partially, because it is too strong). Therefor it's a city with a good science district vs. a city with a good science district and another with an OK one - second option gets you more science (and there will probably be a science and culture cost for the second city, this will negate this cost).

As for culture - it will be a second type of science. Another tree that gives you buildings and wonders as well as civics and advanced governments - so you build it for the same reason you build a science building, when you can afford it.

Now - there may be variations. Might be that gold is so important that no city should be without a market, or that you really need faith so you'll build holy site first. Or maybe the enemy is at the gate so encampment first. But I'll guess that you will eventually want a combination, even if only one district is on prime land.
 
The opportunity to upgrade a district so it could hold multiple citizens seems like a much clearer and more Civ-like alternative to building multiple of the same districts/buildings

Some of the tooltips in the gameplay videos when hovering over tiles mentioned the number of citizens working it... all the ones shown said one citizen but I suspect you'll be able to stack citizens into districts to increase the bonuses.
 
Checking back on the gameplay video, the Campus was built as the second district to a city already with a Holy Site, and the city size was 4 pop.

So maybe the correct interpretation of what was said by the media, is that the first district needs 3 pop, not that every new district needs 3 more. Maybe every new district only needs one extra pop, or maybe there is a non linear increase in pop for more districts.

Maybe, or maybe you need 3 to get to second district, and maybe it will change until release - but I'd guess there is some limitation to districts based on population but you are right that we don't really know what it is. If the limitation isn't serious you will still have to choose between setting base districts, improving existing and building other needed things. I suppose encampment and walls will go together, and so will campus and library. But even with the tech you will want some production before constructing a university.
 
A city with two science districts is a very strong option that will remain in your dreams (partially, because it is too strong). Therefor it's a city with a good science district vs. a city with a good science district and another with an OK one - second option gets you more science (and there will probably be a science and culture cost for the second city, this will negate this cost).
.

Why is 1 city with 2 science districts stronger than 2 cities with 1?

The only reasons I can think of are

1. the District provides a % benefit to the entire cities science.

2. the science district is better than all other districts, and so to limit the number of science districts you limit them to 1 per city (otherwise Every city would have 3-4 science districts)

[I could see #2 because they implied more cities hurts your science, so they seem to imply science is proportional to # of cities, and science is the part that becomes unbalanced]
 
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