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
That's another thing, why do adjacency bonuses come in one lump sum? Why is the adjacency of a campus at the beginning of the game with the same three points that it will be in 6000 years? Shouldn't the agency bonus increase over time?

Yeah, I think it's another missed opportunity to have, say, an "early game" adjacency, and a "late game" adjacency. So like a campus early game would be all about mountains and rainforest, for example. But then mid-game you maybe add in fissures and reefs as those become more important to research. Like I doubt in 3000 BC people in a campus are really going to be exploring reefs for scientific discoveries.
 
Yeah, I think it's another missed opportunity to have, say, an "early game" adjacency, and a "late game" adjacency. So like a campus early game would be all about mountains and rainforest, for example. But then mid-game you maybe add in fissures and reefs as those become more important to research. Like I doubt in 3000 BC people in a campus are really going to be exploring reefs for scientific discoveries.

The inspiration for this thread was I was thinking about that Powered buildings should be the modern equivalent of Adjacency, but power has none of the ways to increase the yields like you have with adjacency. Neighborhoods come along at roughly the same time and are also not as important as they could/should be.
 
The inspiration for this thread was I was thinking about that Powered buildings should be the modern equivalent of Adjacency, but power has none of the ways to increase the yields like you have with adjacency. Neighborhoods come along at roughly the same time and are also not as important as they could/should be.

Let's just be bluntly honest: The late game of Civ 6 is barely functional from a design and balance perspective.

Playing Civ 6 feels like driving a nice car, the initial rush of acceleration and excitement is the early game, then followed by a nice steady scenic cruise in the mid game, and by the late game the radiator explodes and the wheels fall off and you basically just try to limp on foot to cross the finish line.
 
My suggestion for neighborhoods would be too add specialist slots.

Reach specialist provides the equivalent of a level 1 specialist is every district the city owns.

This could be quite valuable in a higher pop city, but not so valuable in a low pop city.
 
I always build neighborhoods to fix the housing issue. But is it better to not build them to intentionally limit the pop so you don't have to worry about amenities? I never thought about it like that. I'm always in amenity trouble.
 
Another idea - neighborhoods increase specialist values by +1 in all districts through the city that have a building using electricity, and an additional +1 to specialists in districts adjacent to the neighborhood.

This would make spamming neighborhoods potentially to pay off extremely well - as each neighborhood increases the value of all specialists in the city, but only for fully developed districts. It simulates the push for electricity and urbanization, as well as buffing tall play. Further the adjacency further buffing the specialists helps mirror the early game planning of districts in the lategame.

it doesn’t help with non-specialist districts, but it’s still I think a large step to changing the nature of the game heavily in the late game.
 
Oh wait I know a way that would very much incentivize me to build Neighborhoods...

Introduce Population Victory, with the victory condition being something like "reach X average population across all cities in one's empire", or "reach X (very high) population in one city in one's empire".
 
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