Towns in CIV 6

I didn't say fort was a district. Maybe it's build by the military engineer?
Could be, depending on when the military engineer becomes available. There's a medieval version of the fort, so if it's built by the military engineer, that would make the engineer an earlier unit than I would have expected.
 
It is possible that neighbourhoods are constructed by the city and not by builders but that don't make them a district either because you can most likely build several neighbourhoods per city.
 
Aren't neighborhoods upgrades from farms? If that's the case, then the "build neighborhood" icon would likely replace the "build farm" icon only if there's a farm already on the tile.
 
Aren't neighborhoods upgrades from farms? If that's the case, then the "build neighborhood" icon would likely replace the "build farm" icon only if there's a farm already on the tile.
Well we don't know that for sure. I think what was written was "at some point, you'll start replacing your farms with neighborhoods", but that can both mean neighborhood is a district, that it is an improvement, or that it is an upgrade of the farm.
 
Engineering dates as far back as antiquity and was largely a military concept. The idea of a "Military" Engineer is a relatively modern thing, with the advent of it's counterpart; "Civil" Engineering usurping the widespread use of the term.

To expand on what someone else has mentioned; the "Engineering" tech has been a medieval technology in every civ game thus far, excepting the king of exceptions; Civ5, where it was moved earlier. Initially, if I remember, it was the "bridge building" tech, but, particularly noteworthy to this discussion, in civ4 it actually unlocks the castle building.

Personally, I expected to see them be unlocked in the middle ages. Though it's entirely possible that a late classical tech will see them unlocked even earlier. The Romans had entire portions of their legion dedicated to it... Pretty sure that's where they got the idea of the UU be able to build roads in civ4.
 
Well we don't know that for sure. I think what was written was "at some point, you'll start replacing your farms with neighborhoods", but that can both mean neighborhood is a district, that it is an improvement, or that it is an upgrade of the farm.

I was thinking of how in Civs 1-5* you upgrade roads into railroads upon discovering the appropriate tech. Or how in Civ 2, you upgrade irrigation into farms. Of course, that's just my assumption, so it doesn't mean much.

*and possibly Civ 6 as well, but we've yet to see any indication of railroads to date.
 
Speaking of Forts. I would LOVE these to be able to be built OUTSIDE our borders so we can capture resources. In addition it would be a nice touch to have them modify diplomacy. It will likely not happen but it would be nice.

The only problem then would be ai 'fort spam' going out and capturing all the resources. Still it would be a good reason to go to war.
 
Speaking of Forts. I would LOVE these to be able to be built OUTSIDE our borders so we can capture resources. In addition it would be a nice touch to have them modify diplomacy. It will likely not happen but it would be nice.

The only problem then would be ai 'fort spam' going out and capturing all the resources. Still it would be a good reason to go to war.

It would be nice just to have them outside your borders to give visibility and ward off barbarians.
 
I'm somewhat hoping that they extend the "three (or so) upgrades per district" to all tiles. In V the immediate increase in food production at irrigation was nice but seemed a bit much. Having to both research the technology and then spend hammers on a builder to take advantage of the new tech would add another reasonable decision-making dimension to all of this. I can imagine having fort upgrades operate in a similar way. It will be interesting to see how a lack of "gold generating improvement" will affect overall gameplay. I'd much rather have that replaced with additional trade-routes, though, and leave the commerce district as an enhancer and spot for specialists.
 
As I said in another thread, I'm hoping that the new neighborhood improvement will grow like cottages when worked. It'd make sense because the bigger the town (irl), the more taxes and housing it provides. So the neighborhoods could provide gold as well as housing. We've seen a picture of a more developed neighborhood, so there must be some way to enchance them... I'm hoping it's by working the tile, as with Civ IV and its cottages. That was always one of my favorite mechanics, similar to the op. :)
 
I was thinking of how in Civs 1-5* you upgrade roads into railroads upon discovering the appropriate tech. Or how in Civ 2, you upgrade irrigation into farms. Of course, that's just my assumption, so it doesn't mean much.

*and possibly Civ 6 as well, but we've yet to see any indication of railroads to date.
Yes, I did understand that, and it's entirely plausible that it can work like that. However, it still seems likely that we would see the icon in the panel, even if it's not available at that time (again, cf. Oil Drill and Platform).

With regards to railroads, my guess is that they are no longer made by the normal worker. My guess is that the engineer unit makes it (assuming such a unit is actually there), although it can also be that roads upgrade automatically into railroads once the proper technology is discovered (which would be a mechanism I REALLY would hate!).
 
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