Towns in CIV 6

Dagro

Chieftain
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Jul 4, 2016
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I found one of the most rewarding elements of CIV 4 was building cottages early and seeing them develop to towns late in the game. With the unpacking of cities and the automatic builders, I think the addition of this mechanic would create some interesting gameplay. I appreciate any thoughts and comments.
 
I think theres now suburbs in civ 6 (districts?) which can provide housing.

I liked towns in the community patch with bonuses from being built on a trade route.

I didnt like towns from civ4. With the whole hamlet to village to town. While the intention was to benefit long term plans. It also made it impossible to catch up to another empire. Plus pillaging them permentaly destoryed the benefit until X number of turns.



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I think theres now suburbs in civ 6 (districts?) which can provide housing.

I liked towns in the community patch with bonuses from being built on a trade route.

I didnt like towns from civ4. With the whole hamlet to village to town. While the intention was to benefit long term plans. It also made it impossible to catch up to another empire. Plus pillaging them permentaly destoryed the benefit until X number of turns.



Sent from my LG-H850 using Tapatalk
Evidence suggests Suburbs are tile improvements.

Anyway, hamlets, villages, & towns were a pretty solid representation of the different kinds of residential areas there are around a downtown area. Agree that it really sucked getting a town pillaged in Civ 4. Something that could work in Civ VI is changing the size or name or yield of the suburb based on its neighboring districts. Nobody would wanna live next to an industrial center or military encampment, but an entertainment district or theatre square could attract a larger amount of people. I believe Ed Beach in the Community Q&A confirmed that some tile improvement yields are affected by neighboring districts, so it may very well be that that's what he was referring to ("that that's to what he was referring?").
 
While I do agree getting a town pillaged was crippling, it made defensive postures important. I am also hopeful that more than 1 district of the same type can be assigned to a single city. For example, Detroit would have multiple industrial centers to reflect the automotive industry, or Paris would have multiple tourist districts to reflect the pull of the Eiffel Tower, Lourve, Notre Dame, etc.
 
Evidence suggests Suburbs are tile improvements.
Well, I think the jury is still divided on that subject. There's also evidence that points towards Suburbs being districts.

With regards to OP, I really missed that mechanic in Civ5 also. Trading Posts in Civ5 were generally very underwhelming and not an interesting improvement. But I agree with KillMePlease and Qwerty25, I think suburbs will provide some gold, possibly (hopefully) growing with time as more people move into it.
 
Ah, towns, I remember in Civ 4 how I used to spam those across the map, especially on floodplains (ooh how tasty floodplains were), until I once got a start in a game with a friend that put my Rome on the ocean with only a handful of hills + Silver + horses + 6 (yes 6) sea food resources. To top it off we were playing the Gods of Old mod and I managed to get the ocean god that gives you +1 food from sea resources. My own personal 'how to play a specialist economy, for dummies' :)

After that game it was "Towns? Where we're going, we don't need towns".

What I am excited about in Civ 6 is that it seems to reopen interesting economic choices like that for the user with the districts.
 
Well, I think the jury is still divided on that subject. There's also evidence that points towards Suburbs being districts.

With regards to OP, I really missed that mechanic in Civ5 also. Trading Posts in Civ5 were generally very underwhelming and not an interesting improvement. But I agree with KillMePlease and Qwerty25, I think suburbs will provide some gold, possibly (hopefully) growing with time as more people move into it.

I was going to call that evidence shaky at best then 40 minutes later we see this:
ui.jpg

Looks like a district it just may be
 
I was going to call that evidence shaky at best then 40 minutes later we see this:
ui.jpg

Looks like a district it just may be

Looks like the builder action for a Sphinx to me, the Egyptian unique improvement.
 
But we know that Suburbs are upgraded farms.

Not at all. It was only said that later on you will likely shift between having farms to having neighborhoods (why are people calling them suburbs?) in the sense that later on food is easier to get (bonus from techs? each farms wielding more? etc) but you need neighborhoods for the housing.
 
I was going to call that evidence shaky at best then 40 minutes later we see this:
ui.jpg

Looks like a district it just may be
I wouldn't view that action graphic as a definitive list. It also doesn't have Forts.
Maybe forts are not build by builders? :mischief: But I agree, while it's interesting that suburbs are not on that list, it's hardly conclusive. But I already put my money in the "district" basket, and this certainly doesn't speak against it.
 
Maybe forts are not build by builders? :mischief: But I agree, while it's interesting that suburbs are not on that list, it's hardly conclusive. But I already put my money in the "district" basket, and this certainly doesn't speak against it.
There's only one unknown district, and it can't be both fort and neighborhood. :D
 
Maybe there is an engineer unit that build forts (so that you can build them with your army).
If I'm not mistaken they did already mention a "military engineer" in one of the very early videos (which comes into game "later" and can also build roads for you, was what they said back then).
 
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