The district system

Hopefully they bring back the ability to transfer food between cities like caravans did in civ2. Can't remember if this was in 3. Cus with districts it looks like a lot more specialization will be needed. I want to be able to have for example my american heartland of iowa pumping out tons of corn and shipping it to my steel industry in pittsburgh and my metropolitan commerce in nyc.

That was a function of the Trade Routes feature in 5 (although the food was actually generated by the trade routes rather than transferred).

And they claim to be bringing back all the 5 features.
 
I think it may be a good idea to allow transportation of food and production between cities as the best food location may not the best production locations who may not be the best science locations.

The cost to transport food and production would be in terms of gold (so gold becomes an important resources). Transportation of production would replace rush buying which make production a needed resource for all civilizations.

Civilization 5 trade routes don't work well because they create resources and that cause huge problems for game balance in my opinion.
 
There are about 25 colleges and universities in San Fransisco proper. Silicon Valley makes sense because Redwood City, Palo Alto, Cupertino, San Jose, Santa Clara, are all fully independent municipalities unto themselves and do not solely serve a single function. 4 million people live in Silicon Valley.

Ok, but on the scale of civ, San Francisco would be the city, representing the entire bay area. Those smaller towns are what districts represent. The fact they are separate municipalities IRL is not really relevant. It makes perfect sense for Silicon Valley to be represented as a tech-district of the larger Bay Area economic unit, because that's what it is.

Cambridge in the city center of Boston, it is not miles away in some random rural area.
Cambridge is divided from Boston by a river. In Civ I think it's fair to assume it would be a separate hex, because rivers don't flow through the middle of hexes, only between them. Although, you do have a point in that it's more accessible to Boston than silicon valley is to SF.
 
Ok, but on the scale of civ, San Francisco would be the city, representing the entire bay area. Those smaller towns are what districts represent. The fact they are separate municipalities IRL is not really relevant. It makes perfect sense for Silicon Valley to be represented as a tech-district of the larger Bay Area economic unit, because that's what it is.
Scale is the primary aspect which I am taking issue with. Would a "campus district" be a fully functional and independent town/city on its own, or would it just exist to serve the large city which is built adjacent to? 4 million people live in the Silicon Valley. What happens if I want my tech district to be in the city center as to benefit as many of my metropolitan residents as possible? Will it still be possible to build a university as a traditional building in addition to the "campus district"?


Cambridge is divided from Boston by a river. In Civ I think it's fair to assume it would be a separate hex, because rivers don't flow through the middle of hexes, only between them. Although, you do have a point in that it's more accessible to Boston than silicon valley is to SF.
Spoiler :
staticmap


Cambridge is right in the middle of the Boston metropolis. Harvard is 2.7 miles away from Boston Common by walking distance. Boston University is less than 2 miles away from Boston Common and MIT is only 5 minutes away from Boston Common on the Red Line.



I want to be clear that I like the fundamental concept of "districts". The successfulness of the execution, however, is solely dependent on how the scaling of these districts affects the game play and the fundamental conceits of the game.



BTW, my favorite real life district in Boston is the Leather District.
 
Given that civilization is a game, I don't think real life stuff will have much of an influence upon the game.

Districts to me sounds like an excellent idea.
 
BTW, my favorite real life district in Boston is the Leather District.

Mine are the Charlestown Navy Yard and the North End aka the naval district and the food district.
 
I think it may be a good idea to allow transportation of food and production between cities as the best food location may not the best production locations who may not be the best science locations.

The cost to transport food and production would be in terms of gold (so gold becomes an important resources). Transportation of production would replace rush buying which make production a needed resource for all civilizations.

Civilization 5 trade routes don't work well because they create resources and that cause huge problems for game balance in my opinion.

I always thought civ5 domestic trade was a bit weak.. gold from foreign trade always seems more valuable in my games
 
Dont worry: http://asidcast.com/civilization-6-is-on-its-way-with-surprises/
So if Port of Houston sits in a lush valley bisected by a wide river, you could till the earth, build channels, and unlock a food production boost to feed your entire culture. Meanwhile, Sierra Nevada rests next to soaring mountains, earning it the ideal spot to mine for industrial supplies, thereby producing the equipment necessary to defend both cities.
 
Do you think it will work with a kind of upgrade mechanism ? A science district containing the equivalent of a library can then be upgraded by adding a new building (eq. university)
 
You can see from the screenshots that each district has a certain number of slots for appropriate buildings. In the case of the Holy Site (or whatever it's called), you can see one with just a shrine, one with a shrine and a temple, and one with a shrine, temple, and pagoda.

civ6_holy2.jpg
civ6_holy1.jpg
civ6_holy3.jpg


Will districts have limited space, requiring you to build a new district when the old one is full? Maybe. Or maybe some new buildings will replace old ones.
 
You can see from the screenshots that each district has a certain number of slots for appropriate buildings. In the case of the Holy Site (or whatever it's called), you can see one with just a shrine, one with a shrine and a temple, and one with a shrine, temple, and pagoda.

civ6_holy2.jpg
civ6_holy1.jpg
civ6_holy3.jpg


Will districts have limited space, requiring you to build a new district when the old one is full? Maybe. Or maybe some new buildings will replace old ones.
Or possibly there are only 4 (or maybe 5) religious district buildings in the game. Seems pretty close to the number of buildings in Civ V.
 
Or possibly there are only 4 (or maybe 5) religious district buildings in the game. Seems pretty close to the number of buildings in Civ V.

So say there are 4 buildings per district type, then there are 48 types of buildings with a graphical model, not to mention Wonders and units and cities with regional variations. And who knows if the building appearances change with eras.

That's probably why they went with a simplified visual style. They've never had that many different kinds of things on the map. Realism would be a confusing mess.
 
So say there are 4 buildings per district type, then there are 48 types of buildings with a graphical model, not to mention Wonders and units and cities with regional variations. And who knows if the building appearances change with eras.
Sounds logical. The previews made it sound like some district types are available right away, and others have to be unlocked.
 
Sounds logical. The previews made it sound like some district types are available right away, and others have to be unlocked.

If there really are that many different models, you are going to be a busy man.:goodjob:
 
Am i the only one concerned about scale? Its already a bit silly but if a couple of cities can span an entire continent it will be crazy.
Like even on a huge earth map, spain would be one giant metropolitan area, so would France, UK etc...
 
Am i the only one concerned about scale? Its already a bit silly but if a couple of cities can span an entire continent it will be crazy.
Like even on a huge earth map, spain would be one giant metropolitan area, so would France, UK etc...

It will be kind of odd seeing a vast expanse of districts across the land rather than farms or trading posts. I suspect that we will become accustomed to it.
 
Am i the only one concerned about scale? Its already a bit silly but if a couple of cities can span an entire continent it will be crazy.
Like even on a huge earth map, spain would be one giant metropolitan area, so would France, UK etc...

Cities still have the same 3-from-center hexagon size they do now in Civilization 5. But visually, yes it will look rather different than what we are used to I'd imagine..

Source: http://venturebeat.com/2016/05/11/s...i-debuts-this-fall-with-a-new-take-on-cities/
 
That was a function of the Trade Routes feature in 5 (although the food was actually generated by the trade routes rather than transferred).

And they claim to be bringing back all the 5 features.

All the features, but that doesn't mean they return in the exact same form and function.
 
If there really are that many different models, you are going to be a busy man.:goodjob:
Maybe, but if the district/building combinations really are fixed, then all I really need is one entry for each of the 12 districts.

Cities still have the same 3-from-center hexagon size they do now in Civilization 5. But visually, yes it will look rather different than what we are used to I'd imagine..

Source: http://venturebeat.com/2016/05/11/s...i-debuts-this-fall-with-a-new-take-on-cities/

The Polygon article also agrees that the city radius is still 36 tiles, so it would seem that the game scale is the same as in Civ V.
 
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