The district system

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.

I believe it's more simple. We have 4 religious buildings and a district capable of holding them, that's all.

There could be some late-game districts with advanced building, but I believe there will be no optional buildings like pagodas/mosques/monasteries/cathedrals in Civ5.

Also, the last one could be not a pagoda, but culture-styled cathedral or monastery (some universal building).
 
I believe it's more simple. We have 4 religious buildings and a district capable of holding them, that's all. There could be some late-game districts with advanced building, but I believe there will be no optional buildings like pagodas/mosques/monasteries/cathedrals in Civ5
Yes, that's essentially what Eagle was saying. It makes sense.
 
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...
Part of why I dislike V is that it ruined Earth maps (although that is an aspect of V not being empire-building game, whereas earlier Civilizations are, and thàt is actually the fundamental change I oppose). VI will ruin this far more, and will be even less of an empire-building game as a result. Worried? No, because I have IV. But yes, if I were actively interested in VI, I'd be worried.
 
I've just realized that with this system there will be no workers. So apparently nothing to do in the mid-game other than warfare =(
 
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...

Yep I share this concern, I wouldn't want end game to be map wide conurbation. The hope I have is the game runs real slick so I can play on huge map size and increase distance to neighbouring civs core pop centres if not the distance between those of my own cities (as this often restricted by some kind of distance from captital cost).

Perhaps distance from Capitol costs could scale with map size to allow more city spread. Not sure if that's already a thing with prev civ games?
 
I always thought civ5 domestic trade was a bit weak.. gold from foreign trade always seems more valuable in my games

They might be more necessary now because you'll have cities with fewer food-producing tiles (thanks to being taken up by city improvements). Those cities will probably want to get food from an outside source.

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...

You are not the only one concerned, but I personally would suggest not worrying about it. It's a strategy game with historical flavor. No one thinks it's realistic and no Civ game has ever had a realistic scale (the time scale is probably the best example of this).
 
You are not the only one concerned, but I personally would suggest not worrying about it. It's a strategy game with historical flavor. No one thinks it's realistic and no Civ game has ever had a realistic scale (the time scale is probably the best example of this).

No, I disagree with that kind of assessment.

You know Civ was originally meant to be a sim game like SimCity, and they only decided to change that because the gameplay didn't work out so well? When you have to make a game work as a game, sometimes you have to make some sacrifices to realism, make compromises so its fun, and that's what the Civ series has always done. But the realistic elements were always more than window dressing; more than about "flavor" as you're putting it. Civ was a game for people who loved history; the game was meant to mimic historical situations to some degree and give a feel of its epic scope.

A lot of people now talk as if Civ was never meant than anything other than a board game. This is just wrong IMO. Its always been a careful balance between strategy and sim elements.

I think they could have gone another route, btw, if they wanted to make multiple tiles per city. They could have used the abstraction that a city's borders represented a "city-state", and the extended city tiles would be cities/towns that depended on the main city in the city-state. Say you could create buildings in any of those tiles, and building certain types together would create bonuses, but you'd have other incentives to spread them out, like tile advantages. Or something similar.

Or, they could have made tiles smaller or the world bigger to make extending a single city not a big deal.

I think the 'district' system is a bit weird personally.
 
Definitely looking forward to seeing how this plays out. Seems like a really cool feature. I've come to realize that interesting city-building very much comes down to limitations. If you only have X slots available and adjacency bonuses are an important element of the game then you can end up with some really cool specialized cities where deciding what to build where is a really tough choice.

- Jon
 
Definitely looking forward to seeing how this plays out. Seems like a really cool feature. I've come to realize that interesting city-building very much comes down to limitations. If you only have X slots available and adjacency bonuses are an important element of the game then you can end up with some really cool specialized cities where deciding what to build where is a really tough choice.

- Jon

WOW. We got a post from THE Jon Shafer! It is great to get input from someone who knows the civ series so well. :)
 
Definitely looking forward to seeing how this plays out. Seems like a really cool feature. I've come to realize that interesting city-building very much comes down to limitations. If you only have X slots available and adjacency bonuses are an important element of the game then you can end up with some really cool specialized cities where deciding what to build where is a really tough choice.

- Jon

I agree it is a cool feature. What do you think of the concern that by the late game, empires will essentially be just one big carpet of districts everywhere. Do you think maps need to be bigger in order to have more space between cities?
 
I agree it is a cool feature. What do you think of the concern that by the late game, empires will essentially be just one big carpet of districts everywhere. Do you think maps need to be bigger in order to have more space between cities?

Yeah, that's a tricky one. Tying it to the physical geography of the map makes the challenge a lot tougher. I could see Ed limiting cities to 7 tiles, but to go out another ring you'd need to make the maps a lot bigger (unless you just want most tiles on the map to be "cities"). It's possible they've done so, but the screenshots so far don't show the cities all that far apart, so it's probably unlikely they've scaled things up dramatically.

- Jon
 
Yeah, that's a tricky one. Tying it to the physical geography of the map makes the challenge a lot tougher. I could see Ed limiting cities to 7 tiles, but to go out another ring you'd need to make the maps a lot bigger (unless you just want most tiles on the map to be "cities"). It's possible they've done so, but the screenshots so far don't show the cities all that far apart, so it's probably unlikely they've scaled things up dramatically.

- Jon

Thanks for the reply.
 
Wonders need to have era specific additional bonuses. Like Pyramid generating additional culture/religious points on each age, and additional money starting in industrial age.
 
Yeah, that's a tricky one. Tying it to the physical geography of the map makes the challenge a lot tougher. I could see Ed limiting cities to 7 tiles, but to go out another ring you'd need to make the maps a lot bigger (unless you just want most tiles on the map to be "cities"). It's possible they've done so, but the screenshots so far don't show the cities all that far apart, so it's probably unlikely they've scaled things up dramatically.

- Jon
Do you know if it will be possible to build more than one of the same district adjacent to a single city?

Do you know if it will possible to connect districts with the cities? Or will they remain separate?

I do certainly think that an ecumenopolis should be possible, if not likely, especially in that late game. Humanity has a great deal of influence on the shape of the earth itself and i think it is important that the game reflect that. Climate change has a huge effect on human civilization.
 
Do you know if it will be possible to build more than one of the same district adjacent to a single city?

Do you know if it will possible to connect districts with the cities? Or will they remain separate?

I do certainly think that an ecumenopolis should be possible, if not likely, especially in that late game. Humanity has a great deal of influence on the shape of the earth itself and i think it is important that the game reflect that. Climate change has a huge effect on human civilization.
I'm afraid I'm in the same boat as you guys, and have no clue. :) Just speculating along with everyone else!

- Jon
 
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