SuperQuincy
You said it mon!
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By far the most intriguing thing is the unstacking city aspect.
Three Ways Sid Meier's Civilization 6 Radically Reinvents Itself: City-Building, Science, and Diplomacy - IGN
Among many changes, Beach highlights two that he believes will make the biggest difference. The first is what he calls “Unstacking the cities,” a reference to the way Civilization 5 flattened out the “Stack of Doom” armies that ruled Civilization 1 through 4 and limited each tile to having just one military unit on it at a time. “All of the sudden the military side of the game got much more interesting,” he observes. “There’s all sort of tactical complexity that was unlocked by putting the units out on the map.” So for Civilization 6 Beach’s team has applied the same concept to cities, which in all previous games have always existed on a single tile, cramming every building into that space.
Instead, Firaxis has created the concept of 12 different types of color-coded Districts (five or six of which will be available from the beginning) that exist on their own tiles on the map, outside the city center and will house specific building types. “A science district, which we’ve called a campus, once constructed will allow you to put a library and a university and a research lab out on that tile. And now your city is sort of specialized toward being a really good science city,” says Beach.
Of course, the number of Districts a city can support is limited by its population, which will force you to choose which areas each city should specialize in early on, and provide yet another strong incentive to expand your empire early. And those choices will be heavily influenced by the terrain you start on, says Lead Producer Dennis Shirk. “Right out of the gate you’re going to get adjacency bonuses of science by putting a Campus next to mountains or jungle. If you put down a holy site you’re going to want it next to woods to get the bonus there. If you’re on the coast, obviously you’re going to want to build a harbor. But these take up tiles, so eventually you also have to think about feeding your people. You have to make sure you can still build farms and mines, and wonders take up whole tiles as well. You can’t have everything everywhere.”
Three Ways Sid Meier's Civilization 6 Radically Reinvents Itself: City-Building, Science, and Diplomacy - IGN
Among many changes, Beach highlights two that he believes will make the biggest difference. The first is what he calls “Unstacking the cities,” a reference to the way Civilization 5 flattened out the “Stack of Doom” armies that ruled Civilization 1 through 4 and limited each tile to having just one military unit on it at a time. “All of the sudden the military side of the game got much more interesting,” he observes. “There’s all sort of tactical complexity that was unlocked by putting the units out on the map.” So for Civilization 6 Beach’s team has applied the same concept to cities, which in all previous games have always existed on a single tile, cramming every building into that space.
Instead, Firaxis has created the concept of 12 different types of color-coded Districts (five or six of which will be available from the beginning) that exist on their own tiles on the map, outside the city center and will house specific building types. “A science district, which we’ve called a campus, once constructed will allow you to put a library and a university and a research lab out on that tile. And now your city is sort of specialized toward being a really good science city,” says Beach.
Of course, the number of Districts a city can support is limited by its population, which will force you to choose which areas each city should specialize in early on, and provide yet another strong incentive to expand your empire early. And those choices will be heavily influenced by the terrain you start on, says Lead Producer Dennis Shirk. “Right out of the gate you’re going to get adjacency bonuses of science by putting a Campus next to mountains or jungle. If you put down a holy site you’re going to want it next to woods to get the bonus there. If you’re on the coast, obviously you’re going to want to build a harbor. But these take up tiles, so eventually you also have to think about feeding your people. You have to make sure you can still build farms and mines, and wonders take up whole tiles as well. You can’t have everything everywhere.”