The district system

I'm excited by the new districts, and as some others have mentioned here I think we're getting a good idea of how they work - with districts of a certain type that are upgraded as the game progresses.

I am concerned with what would be left of the :c5capital: City Centre though, if everything is produced by the districts. Historically urban centres were incredibly important, so I hope that they remain useful/vital.

I'm also interested to see what all the 12 districts will be. I think we've seen (or can guess at): :c5culture: Culture, :c5science: Science (although I hate the name Campus), :c5faith: Holy Site, :c5happy: Happiness, :c5war: Military Encampment and :c5gold: Gold or Trade which is 6.

What isn't clear to me is if :c5food: Food is a district or a tile improvement (we've seen farms - but are these more like resource exploitation perhaps?), same with harbours/ports. :c5production: Hammers is the big one missing and I can see a lumber area in a screenshot so I wonder if it'll work like :c5food:

Pure conjecture here, but I think that districts will provide flat bonuses to their type, while buildings in the :c5capital: provide % bonuses that exploit the region. For example, a Holy Site is founded with a Shrine that provides :c5faith: + 1 per turn when worked, and Monument built in the City provides a 10% faith bonus to the total :c5faith: output of the City and it's hinterland.

That way the specialization of City & Hinterland takes place both in the districts and the urban centre, with the potential to adjust the specialization by knocking down Urban developments that offer one bonus in favour of another.
 
There are urban buildings such as obelisk and granary.

Farm and mines exist as normal tile improvement. A production district have been mentioned.
 
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.

I guess I am looking at it from a realism perspective. Why can't a large city have multiple districts of the same type? Plus there is also the strategy elements that if you allow multiple districts of the same type then it gives the player a choice: diversify your city or super specialize.
 
I guess I am looking at it from a realism perspective. Why can't a large city have multiple districts of the same type? Plus there is also the strategy elements that if you allow multiple districts of the same type then it gives the player a choice: diversify your city or super specialize.

Multiple districts of the same type will not be there for the same reasons as why you can't build 2 buildings of the same type in previous Civilization games.

Found an indirect info on it:
You can have a doubly defended city with two ranged strikes if you put up walls around your city and build an encampment.
No word about triple defended city.

Also, this phrase:
If you build every district in one city, you will not have enough farmland to support your population.
Doesn't make enough sence if each district could be built several times. Different wording would be used.
 
First thought I had is if cities can occupy multiple tiles maybe we can have an East Berlin West Berlin situation. It also makes sense to have cities occupy multiple tiles considering the large cities that exist right now.
 
You can have a doubly defended city with two ranged strikes if you put up walls around your city and build an encampment.

I am hoping this quote means that cities require walls now to get the ranged attack. This would be great because I never liked how new pop 1 cities in civ5 automatically got a ranged attack.
 
I am hoping this quote means that cities require walls now to get the ranged attack. This would be great because I never liked how new pop 1 cities in civ5 automatically got a ranged attack.

May be. But I also wouldn't like to see new cities being defenseless. Probably cities without walls don't shoot, but retaliate to melee?

And the biggest thing I'd like to see is some form of city strength estimation. In Civ5 with city ranged attack and fast healing it requires a lot of experience to understand which force is needed to take a city and what losses to expect.
 
I guess I am looking at it from a realism perspective. Why can't a large city have multiple districts of the same type? Plus there is also the strategy elements that if you allow multiple districts of the same type then it gives the player a choice: diversify your city or super specialize.

Most big, real world cities have one financial district, one flagship university, one docklands area, etc.
Having multiple districts might of been cool from an ultra specialisation/ min max perspective though.
 
Most big, real world cities have one financial district, one flagship university, one docklands area, etc.
Having multiple districts might of been cool from an ultra specialisation/ min max perspective though.

Having multiple districts of the same type is harder to balance.

Also, imagine - for a second science district you need to afford and protect another science-specialized city. Sounds fun to me.
 
If buildings are mainly adjective like the temple in civilization 5 then allowing multiple district of the same type make sense.

If buildings are mianly % modifiers then it don't make sense to allow muiltiple district of the same type otherwise you are going to have cities who have ridiculous modifiers.

Some districts could be limited to one per city and some could be unlimited per city, like maybe you can only have one campus district but you can have several holy districts.

To me it do sound like they are going to make all districts about % modifiers and probably have normal tile improvements giving raw input, for this to work however I guess maybe they are going to create a faith improvement and a culture improvement so you can specialize your cities in these resources as well which you can of not can do in civilization 5, atleast not faith.

I think the game will be significant better if it allow cities to specialize into faith and culture.
 
If buildings are mainly adjective like the temple in civilization 5 then allowing multiple district of the same type make sense.

If buildings are mianly % modifiers then it don't make sense to allow muiltiple district of the same type otherwise you are going to have cities who have ridiculous modifiers.

Some districts could be limited to one per city and some could be unlimited per city, like maybe you can only have one campus district but you can have several holy districts.

Generally that's right, but so far in every Civ game, including spin-offs, each city could have only 1 instance of each building. Making an exception from this system for a couple of district types is a huge hit to game consistency. I don't think they'll do it like this. Better use different mechanic for the same effect, like Great Person Improvements.
 
I'm really exited about the new district system. I hope it will be as good as it sounds.

For what I expect:
- differences in going wide (many small cities with few districts) versus going tall (metropolis with all the districts)
- districts having influence on more than just buildable buildings. I think influences on trade routes would be nice (better trade route religion spread with temple district or stuff like that)
- nice specialised late game districts or district buildings. Having a production district later either be either a industry habour or a spaceship building center.
- graphics showing the districts nicely.

With cities now occupiing multiple hexes I really wonder how city combat now works. When is a city captured? Can I just raze the financial district o the enemy city because they shouldn't have nice stuff? does a 4-hex-city have 4 defense shots? :D

EDIT: Plus I wonder what strategic uses multi-hex cities can have. Imagine a 3-hex-wide corridor between mountains. Can I now plop a city there, grow it a bit, found 2 districts so that I have a line-city blocking the whole pass and then fortify the crap out of that? :) would be nice.
 
The problem in civilization 5 and beyond earth was the focus on adjective modifiers instead of % modifiers which both removed city specialization and in some cases made some buildings pointless.

Civilization V buildings was kind of strange like science buildings gave % bonuses while culture and faith buidlings gave adjective bonuses which often make these buildings pointless because the gain is so low compared to the cost of building and teching to these.
 
I'm really exited about the new district system. I hope it will be as good as it sounds.

For what I expect:
- differences in going wide (many small cities with few districts) versus going tall (metropolis with all the districts)

It looks like tall is going to be harder and it's good.

With cities now occupiing multiple hexes I really wonder how city combat now works. When is a city captured? Can I just raze the financial district o the enemy city because they shouldn't have nice stuff? does a 4-hex-city have 4 defense shots? :D

We have some info on this:
- You have to conquer the central district.
- Other districts could be pillaged.
- Encampment (military district) can shoot and, probably, fight back. It can't be built directly near central city tile.
- Looks like the central city tile only have ranged attack if walls were built.

EDIT:

The problem in civilization 5 and beyond earth was the focus on adjective modifiers instead of % modifiers which both removed city specialization and in some cases made some buildings pointless.

Civilization V buildings was kind of strange like science buildings gave % bonuses while culture and faith buidlings gave adjective bonuses which often make these buildings pointless because the gain is so low compared to the cost of building and teching to these.

This makes sense as culture and religious buildings actually produced all the culture and faith, while science was produced by population. And it was partially fixed by additional bonuses for these buildings like artwork slots in culture buildings.
 
With cities now occupying multiple hexes I really wonder how city combat now works. When is a city captured?

Probably when you take the city center.

Can I just raze the financial district o the enemy city because they shouldn't have nice stuff?

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.

does a 4-hex-city have 4 defense shots? :D

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.
 
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