The district system

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.

Yeah, I also agree that navy and trade is enough and OK for an island 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.

France: Quartier Latin: Output of cultural district doubled and great artists are earned twice as fast.
England: The City: All buildings in economic district provide +1 gold
Netherlands: Red Light District... Nah. Firaxis won't go there.

Another good idea would be that pillaging/sieging a wonder will leave it in a ruined state, only granting 50% of it's regular bonus. It may also increase the chance of rebellion if the city is conquered.

When you will build the Colosseum wonder it will look in perfect shape, but once plundered it'll look like the one today.

Moderator Action: Merged posts. Please use the multi quote button. Thanks.
 
France: Quartier Latin: Output of cultural district doubled and great artists are earned twice as fast.
England: The City: All buildings in economic district provide +1 gold
Netherlands: Red Light District... Nah. Firaxis won't go there.

England's financial district would be called The 'Change.
 
Another good idea would be that pillaging/sieging a wonder will leave it in a ruined state, only granting 50% of it's regular bonus. It may also increase the chance of rebellion if the city is conquered.

I don't think they would do that. I can't look past the backlash from some religious/nationalist/... factions to a game where you can actively destroy their holy place.
 
what do you think , will this system make city battles posibble ... like battle inside city where one army control one part of the city , and another army other part (like stalingrad in ww2)
 
what do you think , will this system make city battles posibble ... like battle inside city where one army control one part of the city , and another army other part (like stalingrad in ww2)

It pretty much sounds like you can reduce a city to useless rubble without actually conquering it.
 
Do you think districts and tile improvements systems will be merged? Why have separate systems to accomplish the same thing? (Building something on a tile)

I do think it's likely they'll have city buildings that are simply built and don't go into a tile, like walls, which will appear around the entire city when they're built.

It _might_ be interesting if walls are something you have to keep building as your city expands. Not like micro-managing where they go, but simply rebuilding them again to move the walls out to your city's current borders. I say _might_ because this could also be a pain. Not sure...
 
It pretty much sounds like you can reduce a city to useless rubble without actually conquering it.

Like you have city hall and until you capture it you didnt capture the city ,.. but you can have 90% of the city under you control ...
 
I think this District (which I actually DO think merges tile improvements with city buildilngs) is wonderful. (no pun indentended)

Why?

It changes everything

1. Coastal cities, if they retain their gold bonus, are no longer optimal for economy because you lose access to more tiles.

2. Settling cities with numerous resources is no longer optimal as you ALSO lose access to tiles (since i doubt we'll be able to build a district on resources)

So it does change the scene and should be fun.

It also means that you don't get cluttered with buildings (I was praying for a change so we no longer get huge lists of buildings to build and not really payiing attention late game to what you ARE building)

I'm excited.
 
I think it is interesting that no one has pointed out the similarities between the new City/District models and CiV's 1UPT...

Once upon a time, Sid Meiers looked down upon the world and saw a Stack of Doom. He demanded that no unit shall share a tile (except for various random reasons). He called it 1UPT and he was satisfied.

A long while later, Sid looked down upon the world and noticed its cities formed a Stack of Rooms. He demanded that the districts of a city shall spread upon the land each to suit its own purpose. He called it 1 DPT and he was satisfied.

But Katniss and those in District 13 were not. :mischief:
 
And Im loving the idea of districts, big cities should be big on the actual map, not just a number. It would incorporate tactics into the actual layout and unit placement inside the city. I imagine certain defensive buildings could occupy their own tile, like castles or coastal forts.

Im really loving the idea of specialized cities actually taking advantage of the terrain and actually looking the part.

I agree in that the district as of now dont look really connected, but its probably something that would get worked on later.

In Civilization 4 didn't the cities look big on the map when they got big?

I remember having trouble even seeing improvements and resources on the NSEW parts of larger cities.
 
1. Coastal cities, if they retain their gold bonus, are no longer optimal for economy because you lose access to more tiles.

[...]

It also means that you don't get cluttered with buildings (I was praying for a change so we no longer get huge lists of buildings to build and not really payiing attention late game to what you ARE building)

There could be coastal districts.

Also, I think we will still be possibly cluttered with buildings. Districts doesn't necessarily mean 1BPT. In fact, I'm sure it doesn't since the number of types of districts mentioned in the PCGamer article was very small, compared to all the buildings we've seen in past Civ games. I think it's just a new mechanic, and some things we used to call buildings are now in districts. Some of those will be in the central district, and might feel a lot like the old style buildings. But yeah, the list of buildings will at least be spread out and grouped logically.

I wonder most whether districts will increase or decrease micromanagement of cities.
 
There could be coastal districts.

Also, I think we will still be possibly cluttered with buildings. Districts doesn't necessarily mean 1BPT. In fact, I'm sure it doesn't since the number of types of districts mentioned in the PCGamer article was very small, compared to all the buildings we've seen in past Civ games. I think it's just a new mechanic, and some things we used to call buildings are now in districts. Some of those will be in the central district, and might feel a lot like the old style buildings. But yeah, the list of buildings will at least be spread out and grouped logically.

I wonder most whether districts will increase or decrease micromanagement of cities.


Fair point, I've thought about it and another question popped

If I found a second city near the capital (the minimum allowed distance), does it mean it can take control of an already established district?
 
I think they said there would be e.g. a science district. So you'd put all your science buildings in there (I count 4 on CiV). I don't know if this means know multi-yield buildings (there were some, but not many, in CiV, a lot more in BE).
 
I think it is interesting that no one has pointed out the similarities between the new City/District models and CiV's 1UPT...

Once upon a time, Sid Meiers looked down upon the world and saw a Stack of Doom. He demanded that no unit shall share a tile (except for various random reasons). He called it 1UPT and he was satisfied.

A long while later, Sid looked down upon the world and noticed its cities formed a Stack of Rooms. He demanded that the districts of a city shall spread upon the land each to suit its own purpose. He called it 1 DPT and he was satisfied.

But Katniss and those in District 13 were not. :mischief:

WILD SPECULATION: What if each district has an individual happiness rating and, if low enough, can rise up and attempt to rebel.
 
Also, one question about harbours. Since harbours are now built on coast tiles does that mean that a city doesn't have to be on the coast to build a harbour? For instance if a city is one or two tiles away form the coast, but a coastal tile is within their borders, can that city build a harbour there?

Also, is it known how far away we can build things/districts? Will we be able to build buildings and districts in tile-rings 4 and 5?
 
I think it's 36 tile (= 3 rings)
 
I think this districts speculation is on the money. To follow up:

- generic villages now seem to be gone; replaced with specialist villages (districts)
- so far I saw villages for faith (white), culture (purple), science (blue), gold (yellow), military (red), and happiness (looks circus-y).
- it could very well be that workers are gone and all tile improvements (including wonders!) are now built by 'settlers'
- the 'combined arms' mechanic means that tile improvements could cost variable amounts of settlers. normal tiles might cost 1, while wonders or new cities could cost more
- settlers themselves may not be units at all - it could just be a notification tied to growth. If there are no actual worker or settler units it makes a lot of game systems a lot 'cleaner', like 1UPT.

What do you think?
 
I definitely feel this will be an interesting, new, challenging feature. It's certainly one I will have to learn in order to play well. The map is the best way to ensure fresh strategies because its randomness is an uncontrollable feature. I think this helps ensure new strategies for city selection. The only caveat is they need to allow either "wealth" as a build option very early or some kind of "build nothing" option. I also wonder if you can build more than one of a building if you have room on the map.

I also think this is good for combat. It'll bring fights out of cities because you don't want them to pillage your buildings. City walls is the open question for this. I'd love them to go beyond the center tile (and maybe let you tear them down and rebuild them as your city expands).

I also want to say this might be the best solution to ICS (Infinite City Sprawl to you newbies). Building cities close together will limit the number of buildings you can build. Now, close cities won't be as powerful as cities with adequate breathing room. You can do it, but you have that tradeoff.

Is there any reason to think Unique Traits/Abilities will exist in this game? That was an invention for Civ V; they didn't have it in previous games in the series. Maybe they are moving on to a different system.

Civ3 and Civ4 had traits that tended to be unique combinations although the traits themselves were not unique. To me, this was one of Civ5's best features and I don't want it to go away. It made each Civ play as fun and different. Especially with Ed Beach's take on the expansion packs that really emphasized unique playstyle. I'd like to see some fun unique buildings on the map (although I do think they should balance 2 UUs with Civs having a UB).
 
Best feature listed so far.

To me it sounds like the city is a city but more then that. Like say the borders of said city is really just a state. The main city is a capitol per-say. The districts act like the suburbs, mini towns around the main city, akin to civ 4 the helmets, but with more control into what they are.

The modding capabilities of these ^^


One thing I would like more info on is resources. They said you will need less improvements for the city to sustain itself. So how does resources work. We will still get 4/5/6 resources to a city or just 2/3. and if so how does this affect trade by having less access to resources? if we get less per city, then perhaps the harvest yield is more per resource node. Like with Iron you could have 2 or 4 etc, say that is the same with other resources now, a single wine tile produces 3 wine. One to keep Two to trade, and if so perhaps the higher the PoP, the more of that one resource is needed for better happiness, like a wine shortage.

Just a thought. Because they take so much room, and the wonders on the map you can be limited to resources. Sounds like there is restrictions on the districts, think only can be 3 titles away from the city center. But more info is needed
 
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