I'm hope the district adjacency bonuses are powerful and more extensive than what we have heard so far (mountains/forests). Rivers were way too weak in civ5, maybe commerce district should get a river adjacency bonus? I would like to see the same for unique/luxury resources, i.e building industrial district next to iron/coal gives a bonus, or religious district next to incense
From the articles, it seems like yes, you will be able to target certain districts. So if you can't take the city center, your troops can raze districts before they leave.
No, I don't think so. The quote we've seen only mentions that a city with a military district and walls will have 2 ranged attacks.
If the districts cover 1 tile, and I build a district on the outskirts, buff it up to the max, settle a city adjacent to the district, what happens then? Can I never work that tile or.. I'm intrigued how that will work in the game.
I wonder how population will factor into districts and tiles worked. We've already heard that # of districts is limited by population (makes sense) but do you assign citizens to them? Does that replace the specialist system? Or are hexes with districts and wonders now unable to be worked by normal citizens? Or, possibly the best option, do you still get the yield from the tile the district is based on and does that district provide any flat bonus? I would imagine so.
There's just so many questions I have about this new system but I'm really excited for it.
One thing I recall reading is that your encampment cannot be built adjacent to the city center, so what I imagine will happen a lot is people will try to build their encampments to lock down choke points (like a fort basically) and utilize that bombardment that the district gains.
Hmmm, now I'm hoping units get extra defensive bonuses for being fortified in an encampment.
If the districts cover 1 tile, and I build a district on the outskirts, buff it up to the max, settle a city adjacent to the district, what happens then? Can I never work that tile or.. I'm intrigued how that will work in the game.
It is stated the population is required for the districts. I'm not sure about exact wording, but I don't think you could just abandon it. It's likely 1 population is permanently assigned to the district and, probably, more could be assigned as specialists if the system is still in place (which is likely as situation with more pop than available squires is still possible).
Airfield (aircrafts can only be based at the airfield)
Harbour (needed to build ships and include naval based buildings)
Military district (needed to build land units and improve these)
Industrial district (needed for production buildings who add % modifiers to production)
Campus district (needed for science buildings who add % modifiers to science)
Commerce district (needed for commerce buildings who add % modifiers to commerce)
Holy district (needed for holy buildings who add % modifiers to faith)
Culture district (needed for culture buildings who add % modifiers to culture)
Entertainment district (needed for happines buildings who add happines to the city)
Tourist district (A late game district who is needed for tourist buildings who add % modifiers to tourism)
Rocket base (A late game district who is needed to build and launch nukes)
Ambassador district (A late game district who help you in maintaining friendly relations with other empires)
So far, these seems to be the more sure districts:
- Artistic district => Adds culture
- Industrial district => Adds production
- Financial district => Adds gold
- Science district => Adds science
- Military district => Adds defense
- Religious district => Adds faith
- Harbor => Adds vessel capacity
- Entertainment district => Adds happiness
These are 8 districts so far, so which one could be the other 4 left? I would guess that they might be:
- Historical district => Adds tourism / culture / enhances wonder effects / affects archeology
- Garden district => Lessens pollution / adds happiness / enables growth
- City center => That might count as its own type of district
- Port => There ought to be another type of coastatal type of district so it is not as much of a clear choice. One for shipbuilding, other for food harvesting, and a third one for production and / or commerce?
- Civilization specific districts (Roman forums, Dutch Polders, Aztec floating gardens, etc) => I say hell yes to them!
I wonder how population will factor into districts and tiles worked. We've already heard that # of districts is limited by population (makes sense) but do you assign citizens to them? Does that replace the specialist system? Or are hexes with districts and wonders now unable to be worked by normal citizens? Or, possibly the best option, do you still get the yield from the tile the district is based on and does that district provide any flat bonus? I would imagine so.
I would think the districts will count as 'city' tiles and don't need to be worked. They are just part of the city and define what buildings can be build + some special rules.
There are still the improvements that need to be worked by citizens.
If there will be specialists, my guess will be that buildings will provide the slots. That just makes it more expandable than just having culture district provide 1 culture slot.
Airfield (aircrafts can only be based at the airfield)
Harbour (needed to build ships and include naval based buildings)
Military district (needed to build land units and improve these)
Industrial district (needed for production buildings who add % modifiers to production)
Campus district (needed for science buildings who add % modifiers to science)
Commerce district (needed for commerce buildings who add % modifiers to commerce)
Holy district (needed for holy buildings who add % modifiers to faith)
Culture district (needed for culture buildings who add % modifiers to culture)
Entertainment district (needed for happines buildings who add happines to the city)
Tourist district (A late game district who is needed for tourist buildings who add % modifiers to tourism)
Rocket base (A late game district who is needed to build and launch nukes)
Ambassador district (A late game district who help you in maintaining friendly relations with other empires)
The words about 10-12 districts could mean the list isn't finalized (and it's likely not), but it could also indicate civilization-specific districts, which could be good. However, the districts usually host 4 buildings as we see on screenshots, so this would mean 4 unique buildings for those civs. Could be too much uniqueness.
So far, these seems to be the more sure districts:
- Artistic district => Adds culture
- Industrial district => Adds production
- Financial district => Adds gold
- Science district => Adds science
- Military district => Adds defense
- Religious district => Adds faith
- Harbor => Adds vessel capacity
- Entertainment district => Adds happiness
These are 8 districts so far, so which one could be the other 4 left? I would guess that they might be:
- Historical district => Adds tourism / culture / enhances wonder effects / affects archeology
- Garden district => Lessens pollution / adds happiness / enables growth
- City center => That might count as its own type of district
- Port => There ought to be another type of coastatal type of district so it is not as much of a clear choice. One for shipbuilding, other for food harvesting, and a third one for production and / or commerce?
- Civilization specific districts (Roman forums, Dutch Polders, Aztec floating gardens, etc) => I say hell yes to them!
I think the "Tourism" District will be included in the cultural district (the screenshots with the dinosaur skeletons & statues could be a museum).
Garden/Park District would be a great late game addition, and I think that Denkt's Airfields/Airports might be quite likely as a late game District.
Civ specific Districts would also be absolutely amazing, although this round of press say that there are 12 which would not leave many Civs with one. I'd love if that were the case though.
Maybe a Modern era district would be a Suburb? Would just add population.
Another post in a different thread has me wondering: are we going to only have one thing be built per city now? Because logically each district should be building their own units and buildings at the same time. The city center would probably be what builds settlers and workers and what not, but why would they now have to build military units when we have a special encampment where our barracks are located?
The words about 10-12 districts could mean the list isn't finalized (and it's likely not), but it could also indicate civilization-specific districts, which could be good. However, the districts usually host 4 buildings as we see on screenshots, so this would mean 4 unique buildings for those civs. Could be too much uniqueness.
I think a Unique District would replace a generic type of district and have better adjacency bonuses or other benefits but would contain generic buildings.
One issue I can see, what happens if you build a district on an unrevealed resource like uranium? you either need to tear down your district and build it again somewhere else or forgo the resource..
I think a Unique District would replace a generic type of district and have better adjacency bonuses or other benefits but would contain generic buildings.
One issue I can see, what happens if you build a district on an unrevealed resource like uranium? you either need to tear down your district and build it again somewhere else or forgo the resource..
The easiest solution is to just give access to resource if district is built on top of it.
Another solution is to make specific graphic to indicate source of unknown resource. Not very realistic (although not completely unrelistic too), but would allow building cities taking resource placement into account without revealing too much.
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