What would make you build Neighborhoods?

What would make you build Neighborhoods?

  • Bonus for excess housing in a city

    Votes: 17 17.2%
  • Neighborhood grants higher adjacency

    Votes: 37 37.4%
  • More buildings

    Votes: 29 29.3%
  • Remove one building per city rule

    Votes: 14 14.1%
  • Neighborhood increases yields from Powered buildings

    Votes: 13 13.1%
  • Neighborhood themselves grant yields

    Votes: 32 32.3%
  • Neighborhood increases yields from citizens

    Votes: 44 44.4%
  • Neighborhood increases yields from buildings

    Votes: 13 13.1%
  • Nothing can make Neighborhoods worth building

    Votes: 4 4.0%
  • Neighborhoods are already worth buidling

    Votes: 25 25.3%
  • Other:

    Votes: 8 8.1%

  • Total voters
    99
If Neighborhoods themselves granted Yields, I would definitely build more of these.
 
I want Neighborhoods to grant a standard adjacency bonus for every specialty district, and to grant a major adjacency bonus if they have Charming or Breathtaking appeal. IMO, having one's population centers concentrated near specialty districts should cause some meaningful ramp up, due to the population being able to reach said specialty districts more directly. Housing by itself is not a particularly exciting parameter.
 
The option I always thought made the most sense is neighborhoods should increase the yields of specialists - either by 1 of the appropriate yield in all districts in that city, or by the district adjacency value for districts adjacent to the neighborhood.
 
I tend to build one or two a game, usually for Biosphere recently, unless I have nothing else to do with my production than shopping malls in culture games. And I think that's moreso the point. At best you might have aqueducts in half your cities and at worst you're lucky to find a single helpful canal spot in most games; building one or two neighborhoods seems like it fits right in with the other green districts. The new Public Transport is kinda nice though; I appreciate some food to go with that housing without having to go as far as building food markets.
A third construction option in addition to shopping mall and food mart: a police station that acts like the counterspy mission and protects the neighbourhood and adjacent districts
The option I always thought made the most sense is neighborhoods should increase the yields of specialists - either by 1 of the appropriate yield in all districts in that city, or by the district adjacency value for districts adjacent to the neighborhood.
I do like these. The latter in particular builds on the whole tall thing well.

Edit: Come to think of it, maybe it's my go-to tech path for my preferred victories, but I'm almost always at neighborhoods before I hit sewers. Those are the things I'm building almost as infrequently as canals, lol.
 
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Rework 'Recruit Partisans' spy mission, it's nonsense that it is specifically tied to the neighborhood district, and it makes it too easy to just avoid building them to not have to deal it.

Give neighborhoods a flat housing yield (+5) and then give a gold yield based on the appeal (rent/property value). Maybe give them a small flat food yield as well (I'm OK with this being through the new Public Transportation policy card).

Ultimately the discussion on neighborhoods is kind of moot as their purpose is to go give you more population, but population has severe diminishing returns on yields because there can only ever be so many valuable tiles around a city center to work, making it not worth it.

Specialists is supposed to be the mechanic that rewards high population as you can stack multiple citizens into one district, but the yields are utterly pathetic, and don't scale with tech/policy cards at all.
 
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Remove recruit partisans. I don't mind the district cost or lack of yields nearly as much as I mind always having to put a spy in my own neighborhoods.

(I do think they need some yields though).
 
As it is I will build a neighbourhood for every 4-5 cities by late game, typically in cities with a Petra-style wonder or where I have good amenities and lots of tiles I want to use. Nowadays there are many ways to get culture/faith/science directly from tiles, and many improvements to spam, so having a few good megacities to exploit these can be loads of fun.

However they are certainly not a priority, more like window dressing that maybe help a bit but mostly satisfy my need to make a "good-looking" civ. What would make me want them more and sooner is something like an improved adjacency bonus or a bonus to specialists.
 
Seeing as Civ6 generally lacks +% bonuses, I think neighborhoods could fill that gap. Seeing as you'd only build them in big cities as it is right now, it'd make sense to increase housing AND get a nice +% yield bonus on top of that. If that were the case, the housing would just be a bonus on top and the +% bonus would be the main draw.

I'd probably also add "be able to build them sooner" as an option as well. Right now, a "neighborhood" really means suburb. However, neighborhoods have existed probably since cities have. I doubt Gilgamesh lived next to beggars and the immediate area around him would have reflected that, as an example. Anyways, from a functional POV, being able to build them sooner would make going tall more viable since it would be a way to avoid the housing crunch most civs face in the early-mid game (late classical) AND would actually help a "tall" civ catch up by maximizing the yields from those currently "extra" pop points that tall civs have.
 
I'd probably also add "be able to build them sooner" as an option as well. Right now, a "neighborhood" really means suburb. However, neighborhoods have existed probably since cities have.

Yeah, you should be able to build them way earlier next to city centres, around the industrial era you can build them anywhere due to pubic transport.
 
Seeing as Civ6 generally lacks +% bonuses, I think neighborhoods could fill that gap. Seeing as you'd only build them in big cities as it is right now, it'd make sense to increase housing AND get a nice +% yield bonus on top of that. If that were the case, the housing would just be a bonus on top and the +% bonus would be the main draw.

I'd probably also add "be able to build them sooner" as an option as well. Right now, a "neighborhood" really means suburb. However, neighborhoods have existed probably since cities have. I doubt Gilgamesh lived next to beggars and the immediate area around him would have reflected that, as an example. Anyways, from a functional POV, being able to build them sooner would make going tall more viable since it would be a way to avoid the housing crunch most civs face in the early-mid game (late classical) AND would actually help a "tall" civ catch up by maximizing the yields from those currently "extra" pop points that tall civs have.

Neighborhoods should come in the Medieval Era in my opinion. Medieval should be where tall specialised cities and specialist yields really start to shine. It is also when huge food yields first become possible with the farm adjacency bonus from Feudalism.

I would really like to see the Monarchy government's bonus changed from housing with wall strength, to instead be something that boosts specialist yields (even just +1/+2 food per specialist). Then have the techs that unlock level 2 buildings of districts give +1 of the appropriate yields to their district's specialists (and likewise an additional boost at the level 3 buildings around the Industrial Era).

Finally, remove great people points from buildings, specialists and the base district should give gpp, not buildings.

I really think it's that simple to fix the tall vs wide balance, and the result would be that the optimal strategy is wide AND tall, provided you have the amenities etc to support it.
 
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The district adjacency mechanic is one of the most loved systems in Civ 6. However, by late game you've placed most of your key districts and are engaging a little less with city planning.

I think Neighborhoods are a missed opportunity to get the player re-engaging again with some of those mechanics late game, and maybe mix them up in some way. Something like having neighbourhoods boost specialists in adjacent districts could be pretty cool.

I like the idea of growing monster tall cities too, it just doesn't feel very rewarding to do so in the game currently. I feel Audience Chamber could do with a buff (to cities with Governors) to help set up a tall game, then maybe Neighborhoods would find their place.
 
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