Unique buildings/districts lockout

Coozer

Chieftain
Joined
Feb 9, 2025
Messages
10
Is it just me or could unique buildings/districts be a problem as they lock you out of overbuilding with better stuff in later ages? This seems specially problematic for ancient buildings taking up the best wonder agency tiles.
I know you can just not build them, or build them in less ideal tiles...but that seems to undercut the flavour of the civ.

Thoughts?
 
It's kind of rediculous that I might need a spreadsheet just so I can build something without screwing my self over.

Far to much micromanagement required to build settlements.
 
We had the same exact thing in 6. Colosseum almost always sat at the perfect spot for a theatre square. In some way, 7 is less punishing than 6. Most buildings are replaceable in later ages, and you also don't have much of an incentive to pre-place districts. Also, wonder placement requirements in 6 could sometimes be very specific. Colosseum goes on a flat tile next to an entertainment complex, for instance. Now, it's just tropical biome, rough terrain, next to any district, etc.
 
They really should have a feature where ageless civ buildings gain culture or something in later Ages. I'm surprised they didn't implement something like this to begin with, since in many previous cases civilizations with very early uniques would gain some kind of tourism benefit or something like that.
 
They should just let you build over everything. If I want to demolish my Acropolis or even the Pyramids to build a railway station, then let me do so!
 
Later buildings mostly get the same adjacencies anyway, it is always +1. Only the base yield is higher (and maybe some extra effects). But the specialists don't care about base yields, they only consider the adjacencies. So if a unique building has good adjacencies, it is actually a disadvantage if you were to overbuild it compared to putting the new building in a new spot. With two exceptions: First, you might run out of space and second for the exploration science legacy, where base yield + adjacencies actually matter.

What is more of a problem is that if you want to build a unique quarter, the two buildings often have different adjacency bonuses. So you might not want to put the science building into the best spot for it, because you have to pair it with a culture building which would get no bonuses in that tile. So you might want to save the best science spots for two science (or production) buildings. So often it is indeed the best play to put the unique buildings in more mediocre spots.
 
Good point on it always being +1 agency.

I would still like to overbuild or something, I do really like the overbuild mechanic. It makes me reluctant with wonders as for many the buffs seem..meh comparted to some district combos.
It might not bother me as much as I learn the game and know building and bonuses more. To rocksinmypath point civ6 was a bit like that.
 
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