Minor Annoyance
Deity
They call those specialists!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
They call those specialists!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
If science is unbalanced, then they should balance science v culture/faith/production/gold.
Instead of Forcing you to build non-science districts, they should make it something you Want to do (in certain circumstances)
I get the sense that these are both goals of the dev team; it's going to be quite a feat to achieve this given how strongly science has always been king is civ games, and well neigh impossible if multiple districts are allowed.
The thing is, unless we end up with a large amount of small, flat yield producing buildings (re: BE) we will see per-pop and/or %-based buildings just to give each building it's own flavor; plus, flat yield buildings promote ICS. So even with just *one* % building it's likely going to be more efficient to stack all your science districts into one city, thus leading to the city not just being "specialized" but *only* producing science districts and buildings (and I'm using science as an example here, the same could be said for culture, faith, gold, etc. - any global yield). As I said earlier, this would be unfun/boring, and opens up more issues than it solves (come to think of it, I'm still not sure what issues would be solved tbh).
It just makes good sense - and is a clean, elegant design decision - to only allow one district type per city imo.
You can't know anything of what you're saying is correct, you're just making wild assumptions of how balance will play out. Reality is: The more freedom you have to stack yields, the more chances there are that unreasonable results happen.If building 5 Workshops (say they Didn't give the +10%, but only the +2) meant that you could build any Marketplaces, Libraries, Monuments, or Barracks in the city.. then it wouldn't be imbalanced
That assumes that the % effect would be duplicated
What if it was
Library +1 citizen working this tile, if a city has 1 or more Libraries it gets +10% science.
(per pop bonuses are OK for duplication as long as all districts have some... you can have 4 science per pop or 4 culture or 1 sci, 1 culture, 1 gold, and 1 production*)
*values subject to balance
[another way to balance science .. particularly v. production is to make the buildings and units of higher techs increase in cost more... if a Mech Inf was 4,000 hammers, having a lot of science in my empire isn't as good as having the hammers to produce the units
Sure, it all comes down to balance, I'll give you that, absolutely. However, I still don't think my main points:
1. It's boring/unfun to build the same thing over and over again
2. What are the benefits from allowing multiple instances of districts?
3. One district type per city is good, clean, elegant design
4. Balance would be much more difficult to achieve
have been addressed, even given perfect balance.
Sure, it all comes down to balance, I'll give you that, absolutely. However, I still don't think my main points:
1. It's boring/unfun to build the same thing over and over again
2. What are the benefits from allowing multiple instances of districts?
3. One district type per city is good, clean, elegant design
4. Balance would be much more difficult to achieve
have been addressed, even given perfect balance.
Yes, this. I don't see any single reason for having more than 1 district of the same type in a city other than people suddenly realizing it's unrealistic, after 5 games where it wasn't a problem.
1. Argument for 1 district/building per empire, not 1 district per city
2. City with multiple good locations for a particular district type, possibly make multiple copies of a district in a City a Eureka moment/requirement for a Wonder/building
3. District is limited by terrain+population rather than also being limited by cities seems more simple+clean
4. Balancing it around 1 per city seems like a kludge to deal with the fact that science > all (and then they have to add the additional kludge of limiting number of cities)
If science is imbalanced, why not just penalize total # of science districts in your empire, instead of forcing it to be 1/city and penalizing cities.
Opportunity for greater diversity of your empire as a whole (do you have 10% science districts or 90% science districts)
Opportunity for Greater diversity of your individual cities (which is my production city, my science city, my X city)
Opportunity to utilize the map better (place a city site for 3 science districts, where the map wouldn't allow 3 cities... but I have to give up X other good district sites)
You have a point; however I think it would be highly likely that not matter how much balancing they would do, once the game got out "into the wild" a best district would be discovered leading to massive district spamming instead of the diversity we're looking for. Imagine if you could build multiple libraries or granaries (or whatever) in civV . . .
There's a reason why you're not allowed to build 10 Libraries or 10 Amphitheaters or 10 Temples in every city; it's because the designers need to set an upper limit on the rate at which you advance through the power levels of particular aspect of the game. It's hard enough to balance a Science-focused civ vs. a Culture-focused civ when each building is unique per city; if they allow you to build unlimited numbers of nothing but the most efficient generator of your resource of choice, balance becomes all but impossible. Each power tree needs to last for the entirety of a playthrough, so you have to throttle the maximum amount of that tree's resource that a player can generate per turn, and you can't do that if you let them build as many copies of resource generators as they like.
Opportunity for greater diversity of your empire as a whole (do you have 10% science districts or 90% science districts)
Opportunity for Greater diversity of your individual cities (which is my production city, my science city, my X city)
Opportunity to utilize the map better (place a city site for 3 science districts, where the map wouldn't allow 3 cities... but I have to give up X other good district sites)
1. Diversity for empire as a whole is likely to be just imbalance. Let's say it's possible to have empire dedicated for science, you beat everyone, build a couple of high-tech units which destroy anything coming close and win. If this path would be possible what would likely mean destroyed balance and less actual strategic choices.
1 city won't necessarily have all of its terrain good for the same type of district (and some districts are of the 'support the city' one... like happiness and industry, assuming that is still local). I'm guessing the districts have some placement restrictions, like can't be to close to each other.2. Same again, if too specialized cities are viable, the number of variants reduces. Have 2 full science, 1 military city and so on. With cities having 3-4 districts each, they become much more complex. Terrain bonuses, which increase planning in case of having 1 district of each type per city, will decrease it for unlimited district. Say you have a city near rain forests - hello, science powerhouse, no options.
1. Argument for 1 district/building per empire, not 1 district per city
2. City with multiple good locations for a particular district type, possibly make multiple copies of a district in a City a Eureka moment/requirement for a Wonder/building
3. District is limited by terrain+population rather than also being limited by cities seems more simple+clean
4. Balancing it around 1 per city seems like a kludge to deal with the fact that science > all (and then they have to add the additional kludge of limiting number of cities)
If science is imbalanced, why not just penalize total # of science districts in your empire, instead of forcing it to be 1/city and penalizing cities.
That assuming a science district is better than the rest, which means you have taken a basic balance problem (build science districts whenever possible)... that is the problem.
You have that diversity only if 10% science and 90% science are both at the same chance of winning (depending on their terrain, and what the remaining districts are)
Otherwise the diversity is gone, and I go 90% science by going ICS only 1 district per city.
1 city won't necessarily have all of its terrain good for the same type of district (and some districts are of the 'support the city' one... like happiness and industry, assuming that is still local). I'm guessing the districts have some placement restrictions, like can't be to close to each other.
so you could possibly only have 3 really good science sites in a science city, the other districts would be what your other terrain was good for/whatever else your empire really needs
Strategy choices comes from restriction. Restriction for having only 1 building of each type per city is clear, tested by time and gives strategic choices. Restrictions like not being able to build districts next to each other are very situational and I doubt will work as good.
So, we're diving to examples too deep. In any way, lack of restrictions usually leads to simple, optimal strategies, removing choices. Like no mechanics limiting expansion cause ICS. We can't make a version of the game right now and check how multiple districts of the same type would play - I have some thoughts about where it could fell, but no way to prove it.
What you could do is simple - after the game will be released you can make a mod allowing multiple instances of similar district being built, or wait for one to be released. Once the mod will be out and have some players in it, we'll have clear vision about how well it works.
Strategy choices don't come from restrictions, they come from Options that have Consequences.
Now you need a limited number of options (to keep it sensible), and some consequences need to be limitations in what your next set of options are.
But that doesn't mean all restrictions are good.
We don't know for certain that they discarded the idea.
Some ideas are obvious. In this case you could safely assume developers considered them. Maybe not deeper - if they don't see any value in the idea, they may don't want to spend time trying it, but they considered it anyway.