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The district system

I agree they considered it. We don't know if they discarded it. I haven't seen any confirmation that a city only having one copy of each district is a rule throughout the game. We only know that you can get a campus without necessarily the ability to get a second holy site.
We also know that we've seen approximately 15 different cities thus far, and not one of them has had two of the same district.

There's "possible", and then there's probable. Do you really believe that districts are unlimited in Civ VI, or are you just arguing for the sake of argument at this point?
 
The city radius is exactly the same in VI as it was in V.

That does not mean that the scaling is the same , in fact it disprove it , since what was the center square is now spread into the city radius , if anything , I'd say it means that the city is 'zoomed in' .
 
Opportunity for greater diversity of your empire as a whole (do you have 10% science districts or 90% science districts)
Opportunity for Greater diversity of your individual cities (which is my production city, my science city, my X city)

I think the greater diversity comes from the choice you have to make about which of the 12 different districts you want to build in one city rather than just how often do I build science districts in one city. Furthermore if you have to get them "up and running" you won't "spam" districts from the start but will built them over time of course. So you might have city x science, culture, economy, city y science, diplo, defense and city z defense, production, whatever...

Specialisation comes from the effort you put into the one district in city x and the other in city y, eg are you just interested in ranged defense for your border cities or will you build barracks, war-academy or whatever else for your unitfactory?

And to me it adds "character" to the cities, let's hope diversity rises. To make that happen you'll have to have good reasons to build all of the district-types. If 5 of the districts are not worth building you want have them of course. Balance once again...

and if for example library is still 2 :c5science: per :c5citizen: you already have city size taken into account. Having two libraries due to two science districts would just snowball that, wouldn't it?

Opportunity to utilize the map better (place a city site for 3 science districts, where the map wouldn't allow 3 cities... but I have to give up X other good district sites)

You'll have to decide which one to use and what else to do with the rest, not go "well all of the good science-district sites will be used". Too bad... :p
 
Another thing to consider is district-related projects like holy site prayers that beside turning production into other yields also generate GP points after a few turns. Since a city can work on one project at a time, cities with different district can contribute together towards the GP you want to get. A nation with one super-science center won't attract as many Great Scientists as one with many science center. So in the end that city won't be very good even at what's it's supposed to be good at.
 
Actually I should clarify... I only thought of 2 reasons why 1 with 2 would Always be stronger than 2 with 1.

There is also
City1 has 2 Really good Science district sites,
City2's terrain all makes better Gold/Culture/Faith sites

That means it is better to specialize those cities (2 science on City1, 2 culture on City 2) than one on each.

and it also makes the Map more important
agree. districts that have adjacency bonuses should be allowed to construct multiple copies of.

those who wonder how that works, should play Conquest of the New World. :goodjob:

The best argument that I can think of against allowing multiple copies of districts is that it would be boring/unfun [...]
so, building the same things in a every city is fun? :lol:
 
This is possibly one of the more pointless arguments I have seen. There is nothing wrong with 1 district per city. I mean you could make multiple districts per city work but they haven't. Whoop.
 
so, building the same things in a every city is fun? :lol:

I already addressed this, but in case you missed it: yes, figuring out what to prioritize in each city is fun; each city, depending on resources and placement has its own character and is unique. Filling the build queue with 10 libraries and just repeating the same thing over and over is boring. Strikes me as obvious.:crazyeye:
 
We also know that we've seen approximately 15 different cities thus far, and not one of them has had two of the same district.

There's "possible", and then there's probable. Do you really believe that districts are unlimited in Civ VI, or are you just arguing for the sake of argument at this point?

I don't think its Unlimited, but I hope its not Hard limited as well.
We haven't seen any late game cities that I know of, if Eras/techs/civics/governments or policies open that up, then it might not be shown yet.
 
We actually saw an American city late enough to have an airfield (outside their borders!).
 
Specializing cities should also mean that it is possible to build 2 science districts in 1 city A and 2 cultural districts in city B instead of 1 cultural and 1 science district in both city A and B. But too much of the same districts in 1 city should be penalized/restricted in a way. For example the second science district should cost like 20% more production and a third like 40% more production.
Besides what do you/AI should do with an island which have just say 3-4 tiles available to place "land" districts on. Do you build improvements or districts? Being able to build more harbour districts will help out in this case.
 
Specializing cities should also mean that it is possible to build 2 science district in 1 city A and 2 cultural cities in city B instead of 1 cultural and 1 science district in both city A and B. But to much of the same districts in 1 city should be penalized/restricted in a way. For example the second science district should cost like 20% more production and a third like 40% more production.
Besides what do you/AI should do with an island which have just say 3-4 tiles available to place "land" districts on. Do you build improvements or districts? Being able to build more harbour districts will help out in this case.

Expanses be damned, sire! Build fishing boats first, and other improvements later.

Or was it city walls?
 
We actually saw an American city late enough to have an airfield (outside their borders!).

Yeah, forgot about that one....
It does look like they Probably are restricted..especially given the 'vision' of districts about spread out parts of the city. (And the fact that they penalize cities for science...indicating science is 1-unbalanced and 2-linked to cities more than the terrain)
However, they talked about defending your developed campus v. your new one. It sounded like that meant the same city.

I don't think its a good decision, but it keeps districts a minor change from previous civs. (Basically you get more flexibility in city placement, because you use the entire area for building adjacency bonuses, and you can pillage buildings without taking the city)

(Meaning you have to repeat buildings over and over because every city will want its 1 copy of the building...as opposed to giving up 1 for 2 of another.)
 
Harbor is built on a coastal sea tile, I think. And an Island has many sea tiles. Otherwise depends on the land and what works best in the specific situation.
 
I don't think a city needs multiple districts of the same type to further specialise. A district isn't completed with just constructing it itself. There are up to 4 buildings in it that also need constructing.

So a city that really really specialices in science is not one with 3 science districts but one with a fully developed one.
A city with just district+library just does the neccesary thing to generate a few beakers.

If you think in CiV terms, not every one of your cities probably had a science lab or a museum.

So if you want to really specialise in science or culture output you will have to research the upgrade buildings and not just plaster the land with multiple districts.
 
Harbor is built on a coastal sea tile, I think. And an Island has many sea tiles.

That is actually what I am saying too. If a small island city is able to build multiple harbour districts on the coast tiles... :hmm: wait a minute, maybe it is not a good idea after all. To have say 3 lighthouses would make a resourceless sea tile to give like 4 food (assuming it will still have a similar ability). No that would be too overpowered. Since other buildings will have similar ability giving certain tiles or resources extra yield, this would not be fun.
 
I don't think a city needs multiple districts of the same type to further specialise. A district isn't completed with just constructing it itself. There are up to 4 buildings in it that also need constructing.

So a city that really really specialices in science is not one with 3 science districts but one with a fully developed one.
A city with just district+library just does the neccesary thing to generate a few beakers.

If you think in CiV terms, not every one of your cities probably had a science lab or a museum.

So if you want to really specialise in science or culture output you will have to research the upgrade buildings and not just plaster the land with multiple districts.

But once those buildings are unlocked, they will be built in every science district (if science is still as OP as it seems).

And every city did build the science lab or museum eventually, (some were slow..which means they never got to that "level of development" but once the city was at a certain "level of development" it had all of the buildings for that... only a very few buildings really specialized the city..ie XP, Defense, and some buildings that you rushed earlier in cities because they were already specialized.)

(also if science is as OP as it seems, then the tech tree will be imbalanced as you point out, and everyone at X tech will have science buildings)

Also if the tech is as tightly interconnected as in CivV, then at era X everyone will have certain sets of buildings.


That is actually what I am saying too. If a small island city is able to build multiple harbour districts on the coast tiles... :hmm: wait a minute, maybe it is not a good idea after all. To have say 3 lighthouses would make a resourceless sea tile to give like 4 food (assuming it will still have a similar ability). No that would be too overpowered. Since other buildings will have similar ability giving certain tiles or resources extra yield, this would not be fun.

Any buildings that give +% yield would have to have that effect be non repeatable

Buildings that gave + per pop or per tile could work, as long as there are balanced competing buildings in other districts
(If a lighthouse gives +1 food to sea tiles, then a workshop should give +1 production to land tiles.... And everything would be 10x more expensive)
But if a Lighthouse were designed to be in a repeatable Harbor district it might be something like
CAN work sea tiles without resources (sea tiles with resources workable by default), +1 food per sea tile adjacent to this district, +1 gold per sea resource adjacent to this district
 
The way I understand it a city that builds a science district by itself is already a city that is specialized towards research, because due to the limitations on districts (1 every 3 pop) and the need for utility and other districts not every city will construct one. Further specialization could happen via Specialist Slots in Cities that can afford to run them without running out of growth. And I assume they'll scale growth in a way that those "mega-cities" as we know them from Civ V won't exist anymore.

Buildings are only the thing that makes cities scale up during the game, not that decide about the specialization.
 
The way I understand it a city that builds a science district by itself is already a city that is specialized towards research, because due to the limitations on districts (1 every 3 pop) and the need for utility and other districts not every city will construct one. Further specialization could happen via Specialist Slots in Cities that can afford to run them without running out of growth. And I assume they'll scale growth in a way that those "mega-cities" as we know them from Civ V won't exist anymore.

Buildings are only the thing that makes cities scale up during the game, not that decide about the specialization.

Districts aren't 1 per 3 pop... a 4 pop city with a Holy site was able to build a Campus (as its only listed option..none of the other 3 starting districts available OR a second Holy site)

I think it might be
Each district has a set of requirements, including Minimum population (Holy Site=3, Campus=3?4... some others may be as much as 5 or 6)
[it could also be minimum pop-total number of districts, so each district build raises the requirements for new districts by 1 pop]

...in that case a second district could have higher requirements, say 1 Holy site per 3 pop, 1 Commercial hub per 5 pop, etc.)
 
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