The district system

This, exactly! This is very worrying.

For gameplay reasons the districts are not necessary connected to the city. In Screenshot 1 we see religious disctrict and a wonder without connection to the city (empty tile and farm in between). With this they can't have real visual connection.

And for fans of realism - I live in Novosibirsk Academgorodok, which is a scientific district separated from the main part of Novosibirsk by quite large forest tile. So yeah, that's quite realistic :)
 
There are bears on the streets? :p

Moose came to one of the central streets of Academgorodok a couple of years ago. No joking. And a lot of squirrels, of course.

Then what wonder is it? Despite its Roman style (the orange tiled roofs, layout and statuary), it does not resemble any wonder that I am familiar with. The closest thing I can think of would be the temple of Fortuna Primigenia, but even that looks nothing like this. Most wonders are identifiable at a glace. Enlighten me, what wonder is this?

It could be something abstract like Oracle.
 
If great general improvement is still in or any other way to flip tiles from owner, how would that affect tiles with districts or wonders that change from owner?

I think that flipping tiles would not be present in the game anymore, but it could make for interesting changes possible if it was still in.
 
Yeah, I think that big wonder on the first pic is the oracle.

Something still seems off to me. It seems more Roman than Greek and a very significant overhaul from its Civ V version... although the same can be said for the Pyramids. All we can really do is wait for more info.
 
Well, interesting talks in here. The district system sure is a nice thing to speculate like crazy.

First like many here they seem to scream "city specialization needed". Which would be a good thing if playing tall becomes sub-optimal, or at the very least, not EZ mode. But i share the fear some of you have that from what we saw, the terrain scale looks kinda small for really wide plays.

Another thing is bugging me it's been stated that units are build and spawn in military camps. So, will we get some kind of multiple production lines ? Like, say a city has 20 hammers per turn, you could allocate hammers to different districts and build units and buildings at the same time. The lack of worker on the screenshots is another hint to me that building units\buildings\improvements has been overhauled a lot more than what we might expect.

Regarding great persons, i dont see them being scrubbed off the game. They could easily keep their functionnality (bulb, great work, commercial missions) and their great improvements by simply being added to a specific district to boost its output.

For instance, adding Einstein to a campus could boost all building by X%. Maybe you could stack several in a campus. I mean, it would make sense. Who wouldnt want to study harder for being Einstein students ? I would even go so far as saying it would enhance great persons. Take the admiral in CiV, it was kinda underwhelming and didnt have a great improvement, well now it could be merged with an harbor district for more XP from building units or something ?

On a purely visual note now, i really hope there will be something to make use feel like we're building a city. On some screenshots we can see small oriental houses near the market district, farms look like they merge one into another. It would be insanely cool if empty terrain would fill with small houses and stuff to give the feeling of a unified piece of land, a real city.
 
But arent there much less buildings? Or do you think they are keeping some buildings the old style just invisible inside cities and others on the tiles?
 
But arent there much less buildings? Or do you think they are keeping some buildings the old style just invisible inside cities and others on the tiles?

My understanding is that some basic buildings will be in the city center. One screenshot seems to show a monument in the city center. Obviously, there are some early buildings that the player will need to be able to build first before the city can build its first district. Other buildings will go in various districts. My guess it is that you can have multiple buildings per district.
 
But arent there much less buildings? Or do you think they are keeping some buildings the old style just invisible inside cities and others on the tiles?

10-12 district types, 4 buildings each, that's 40-48 buildings, plus a couple of buildings will be on the city tile (we've seen some monument-like building on screenshot).
 
but buildings related to district? like a farmign district where you build granary etc but you cant build granary on a sea district or something?
 
and also multiples? like if i build 5 science districts can i build a library in each one?
 
and also multiples? like if i build 5 science districts can i build a library in each one?

Yes, you can build one in each district.

From screenshots there is the possibility that each district only gather the resources next to it.
 
You can't build more than 1 district of each type.



Districts don't gather resources.

Are we sure on the 1 type of each district limit per city. I havent seen anything that stated that. Even more, I m pretty sure i red something about having multiple military district to reinforce a city defense.
 
Are we sure on the 1 type of each district limit per city. I havent seen anything that stated that. Even more, I m pretty sure i red something about having multiple military district to reinforce a city defense.

Please find the source if you can. I never seen this. What we've seen so far is - the district system is "unstacking" of cities, with buildings moved outside of the city. Never seen even slight mention of multiple buildings of the same type. Screenshots too have only 1 district of each type per city.

Of course I could be wrong, also this could be changed in process, but I don't see any reason for allowing multiple districts of the same type.
 
Here is some information: http://www.ign.com/articles/2016/05/11/three-ways-sid-meiers-civilization-6-radically-reinvents-itself-city-building-science-and-diplomacy
IGN said:
Of course, the number of Districts a city can support is limited by its population, which will force you to choose which areas each city should specialize in early on, and provide yet another strong incentive to expand your empire early. And those choices will be heavily influenced by the terrain you start on, says Lead Producer Dennis Shirk. “Right out of the gate you’re going to get adjacency bonuses of science by putting a Campus next to mountains or jungle. If you put down a holy site you’re going to want it next to woods to get the bonus there. If you’re on the coast, obviously you’re going to want to build a harbor. But these take up tiles, so eventually you also have to think about feeding your people. You have to make sure you can still build farms and mines, and wonders take up whole tiles as well. You can’t have everything everywhere.”

To me it do sound like they want you to build as few district per city because each one make one of your tiles useless and instead focus each city on a single resource, thus encourage you to expand and get several cities. They don't say if you can build more then one of each type but they say that by building a science district that city have the potential to be a really good science city. To me it sounds like districts are about multipliers and the raw output comes from normal tile improvements which mean again that you want as few districts as possible, one per city could be optimal. Each district may cost you one popultation who are needed to maintain it as they say the number of district you can have is limited to your population.
 
You can't build more than 1 district of each type.

I have not seen any proof of this. In fact, I am pretty sure, the opposite is true and cities can build multiple districts of the same type. It would be silly to artificially limit cities to only one of each type.
 
I have not seen any proof of this. In fact, I am pretty sure, the opposite is true and cities can build multiple districts of the same type. It would be silly to artificially limit cities to only one of each type.

They do say there is 12 different district so it could be a primitive and an advanced version of some of the districts. It depend on how the buildings in district works. If they are all multipliers then it is best to limit how many you can get. If the buildings add raw resources (such as religious buildings in civilization 5) then you should be able to build more then one of these district because otherwise stuff like religion may only be avaliable for wide empires and it would be impossible to build a specialized faith city.

To me it sound like they are going with multipliers.
 
Back
Top Bottom