The district system

Maybe you can still get the resource even if you build a district over it without the need to remove the district. Another solution would be to allow relocation of the district at a low cost or even for free.
 
Maybe you can still get the resource even if you build a district over it without the need to remove the district. Another solution would be to allow relocation of the district at a low cost or even for free.

I think it'd be cool if it allowed for unique buildings in that district that worked the tile.
 
I posted this in the IGN article discussion thread but felt it's relevant reposting here

I reread the IGN article. There is no mention of building multiple districts of the same type in one city. Only that it would be impractical to build every district in one city. I suspect this is what wonders are for.

A since leaning wonder could work Like a 2nd science district in addition to whatever bonus it provides.
 
Free Granary? Assuming they're doing some sort of global food mechanic or food transfers it could simply let you do it much earlier in the game. Though the pyramids could also substitute in as a scientific wonder if you think about what it took to plan and build them
 
Free Granary? Assuming they're doing some sort of global food mechanic or food transfers it could simply let you do it much earlier in the game. Though the pyramids could also substitute in as a scientific wonder if you think about what it took to plan and build them

To this day I have never understood why elaborate tombs = granary. I really hope it doesn't go back to that.
 
If the game have global food should it not have global production as well because that would help alot for expanding civilizations. Global production would also help specialization of cities.
 
If the game have global food should it not have global production as well because that would help alot for expanding civilizations. Global production would also help specialization of cities.

They seem pretty adamant that there will be dedicated production centers.
 
They seem pretty adamant that there will be dedicated production centers.

Often you don't need the production in the production city, like you maybe want to help out a science city to build a university, then it would be nice to send production from the production city to the science city.
 
Often you don't need the production in the production city, like you maybe want to help out a science city to build a university, then it would be nice to send production from the production city to the science city.

Internal trade routes from CiV should solve that nicely.
 
Free Granary? Assuming they're doing some sort of global food mechanic or food transfers it could simply let you do it much earlier in the game. Though the pyramids could also substitute in as a scientific wonder if you think about what it took to plan and build them

I read through the previous thread on Global Food and I don't think the evidence is convincing that this will be the case. In fact, the IGN article seems to suggest that city-based food will still be in, meaning that you need to balance Food production against District building.

I also wouldn't like a global food mechanic, I think that it abstracts the concept of feeding your citizens in such a way that is at odds with the geographically tied district system.

Food transfers (but NOT the Civ 5 trade route food transfers) would be a great mechanic to implement though.
 
I read through the previous thread on Global Food and I don't think the evidence is convincing that this will be the case. In fact, the IGN article seems to suggest that city-based food will still be in, meaning that you need to balance Food production against District building.

I also wouldn't like a global food mechanic, I think that it abstracts the concept of feeding your citizens in such a way that is at odds with the geographically tied district system.

Food transfers (but NOT the Civ 5 trade route food transfers) would be a great mechanic to implement though.
Yep. I read the part about feeding citizens and I am more iffy about global food as well.

That said there could be other ways they approach empire growth now that global happiness is gone.
Rather than having each city build it's own granary and using surplus food in granary to grow that city, surplus food you produce in any city could well go towards a pool for growth which you can then assign to any city. This would allow cities with poor terrain to grow reasonably quickly but the extra pop may still require local food support.
 
I would like global food because it would allow for better specialization of cities. Like with global food you could use a food city to support a production city with food as the production city is best located in an area there food is sacre and in return the production city could send production back to the food city.

Trade in Civilization just created resources which is not the same thing as transferring resources which the city produce.
 
I've always thought that an expansion of cities over several tiles may be very interesting (actually got this idea while speculating how civ5 might look like :lol:).

However, I think this idea is much more realistic if they decrease the size of a tile.
In civ 4 and 5 cities take too much of a landmass surface, compared to real world standards. It is most noticed while playing civ4 earth map and having 1 city covering 1/9 of Iberia and the whole of Palestine...

In the screenshots it doesn't really look like it, but if they somehow made tiles "smaller" compared to maps sizes, expanding cities should be great.
 
I would like global food because it would allow for better specialization of cities. Like with global food you could use a food city to support a production city with food as the production city is best located in an area there food is sacre and in return the production city could send production back to the food city.

Trade in Civilization just created resources which is not the same thing as transferring resources which the city produce.

The problem with Global food to fix that particular solution is that it's too abstract. You could have one or two City with nothing but farms - no Districts - providing food to all the other specialist cities. There's no nuance to that system, no representation of the massive logistical challenges moving food across distance creates.

A trade-route system that supports directly supplying food from cities that have a surplus to those that don't, modified by distance, technology, geography etc. allows you to have specialized cities but creates pay-offs to do that.

Imagine having a production city on your border that pumped out units, but relied on food supply from inside the Empire to function. An attacking Civ could surround the city, cutting it's food-supply and starving it out. Global food supply would mean the city just magically keeps receiving food because it is too abstracted.
 
Trade routes would work as long as they don't create resources (Civilization V) and instead actually move resources from one location to another.

Maybe trade routes could have a monterary cost (it do cost money to transport stuff). This mean gold is still an important resource as it is needed to move the other resources around (instead of rush buying buildings and units you now need it to transport production).
 
Trade routes would work as long as they don't create resources (Civilization V) and instead actually move resources from one location to another.

Maybe trade routes could have a monterary cost (it do cost money to transport stuff). This mean gold is still an important resource as it is needed to move the other resources around (instead of rush buying buildings and units you now need it to transport production).

Yes agreed! They should only be able to transfer a cities surplus food production, with the distance being modified by technology and infrastructure (i.e. roads). This means you would still need a "food" city to create the surplus to provide the specialist cities with food, but there'd be additional costs and dangers to relying solely on this method.
 
The problem with Global food to fix that particular solution is that it's too abstract. You could have one or two City with nothing but farms - no Districts - providing food to all the other specialist cities. There's no nuance to that system, no representation of the massive logistical challenges moving food across distance creates.

You mix gameplay and realism. From gameplay point of view maintaining limited set of food cities and defending them is a challenge. Also some global system to restrain dumb ICS is needed once we have local happiness now.

From realism point of view, Mediterranean was a huge grain trade route in about 1000BC. Of course land food trade is generally later addition, but it's still minor abstraction considering overall level if abstraction in Civ.
 
You mix gameplay and realism. From gameplay point of view maintaining limited set of food cities and defending them is a challenge. Also some global system to restrain dumb ICS is needed once we have local happiness now.

From realism point of view, Mediterranean was a huge grain trade route in about 1000BC. Of course land food trade is generally later addition, but it's still minor abstraction considering overall level if abstraction in Civ.

I don't understand how you think Global food will reduce ICS? Surely the opposite is true: no physical food trading allows you to fling cities far and wide support by few large food producing centres.

Local happiness doesn't enable ICS either. The CPP mod for Civ5 uses a version of local happiness, and when you've got a wide empire you need to pay attention to the needs of the individual cities or they will be unhappy.

Anyway, the district system appears to be the method they are using to combat ICS in this version. It will be a struggle to spam cities all over the place when each city needs districts to be productive.
 
Sorry if this has already been discussed, but how do you avoid literally every tile getting spammed with city improvements if they're going to be sprawled all over the map like what the devs are suggesting?

I remember the average city in Civ 5 can end up with anywhere from 15 to 20 buildings. Seems like making them all tile improvements would clutter the map to hell and leave little room for other improvements like farms and mines.
 
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