The district system

I wonder if this system was inspired by Civilization: The Board Game. In that game, the various buildings and Wonders are placed on tiles around the city--and they are similarly limited by terrain type. Certain types of tiles, like grasslands, become very precious because these are the only tiles that can sustain some crucial buildings. Looks like Civ VI has something similar with e.g. the Pyramids only able to be built on desert.

I think this system could be really good. It works well in the board game because space is limited so hard decisions about what you want to do with particular cities is essential; it also makes combat more interesting because you can disable certain parts of an enemy city even if you don't actually have the forces to storm the whole thing.

The other board game this system reminds me of is Citadels, which also has various types of districts you can build in your city that are color-coded (iirc military districts are red in that game, too!)
 
It also makes me wonder how warfare in general will work. I'll assume you still need to capture the city center, but if you can pillage districts I wonder how devastating that will be. I mean, until you turn up the "difficulty" and AI's still cruise on forward despite having everything pillaged :mischief:
 
I'd actually like to see how they implement walls (and defense buildings) at all! Do they only protect the city centre?

The one thing I dont like about Endless legend is how once the city is breached its taken (despite how big it is), but then again, they dont have the disctrict specialization civ6 seems to be going for.

My guess is that the city center will have base strength and has to be taken to capture the city, and I imagine military districts could be improved into fortifications (forts,castles, coastal, forts, etc) so those would have to be taken as well to capture the city.

So a well designed fortified city could really be a pain in the butt to take if its designed well and takes advantage of the terrain. We may actually be able to pull a Gibraltar on other civs with a good city location.

I think walls besides adding strength points to the city, would force the enemy to bring specific support units to take it, as in ladders and siege towers.
 
If you look at the cities at the 3 screenshots, you can see some buildings such as an obelisk and a granary so maybe walls is a building you build in the city.
 
I also think the district system lends itself to Unique Traits. Inca could get benefits from a food district on a hill tile, for example.

Im hoping the Aztecs can build districts on lakes. Also we could get Unique Districts, like Carthage building Cothon or Rome having a Forum district.
 
And the Iroquois get a unique District called the Longhouse that does absolutely nothing other than looking good.
 
DEAL!
 
I'm wondering if the district system means there will be no more workers in the game. It's possible? I didn't see anything that looked like workers in the screenshots.
 
I suspect there will still be a need to build roads and improve resources. Of course they could have you buy roads ala Civ Rev, but that would reduce roads' functionality.
 
Some of the Articles state that districts don't completely replace Tile Improvements, I assume the Standard Ones (Farm, etc.) still work like they did before.

Although it's true that there's no worker on the Screenshots, nor are any of the Articles using defending Workers as a possible use of the new Stacking rule. Suspicious indeed.
 
To be honest I wouldnt mind if they did away with workers and just keept the settler along with diferent kind of settlements: like outposts, cities and colonies.
 
I think getting rid of external Worker Management would also help the AI. It never really managed to understand Civ5/BE Worker Management and when to build where. Tying it into the City itself would simplify it by allowing management on a per-City-Basis and without the movement involved.

Maybe they just implement it into the City Building System, I assume that's what Districts will do anyway. Then "Improvements" would just be Districts that can be built without any internal requirements.

Reminds me a lot of the System in Warlock, which I found to be very enjoyable.
 
Districts? nice...

But what will happen to cities on islands? Especially those on one tile islands?

Probably surrounded by docks and lighthouses.
 
Districts? nice...

But what will happen to cities on islands? Especially those on one tile islands?

They'll be able to build harbors and presumably function as naval bases and trading posts, but I guess they wouldn't be able to support significant military, productive, or cultural infrastructure--which honestly makes total sense to me. I don't mind that at all.
 
Districts? nice...

But what will happen to cities on islands? Especially those on one tile islands?

You would have lots of space for ports. Also thats why I want an outpost/colony/city system. You could make a small colony on an island to get a bunch or sea resources.
 
They'll probably have some water-themed choices. Some examples for science was next to a jungle for the large number of species, or mountain for looking at the stars. It wouldn't be much of a stretch to have a science themed district dealing with oceans.
 
From the VentureBeat article, happiness will be local instead of global. I like this change a lot. Hopefully, we will see revolts and such for cities if their happiness drops.
 
There are 12 different districts types, right? Is it possible for a city to have all of the types or do they have to specialize? And how would wonders affect these districts in a restrictional or possibly other ways?
Just few things I wonder...

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