Sid Meier's Civilization VI

Sid Meier's Civilization VI

Redistricting
Ananse  [developer] 19 Mar, 2017 @ 8:41am
New Districts
Growth Districts - Fishery, Butchers' Quarter, Millers' Quarter - these districts create a large amount of food based off of adjacent sea resources, pastures, and farms respectively.

Infrastructure Districts - Masons' Quarter, Smiths' Quarter, Forestry Quarter - these districts create production based off of adjacent quarries, mines, and lumbermills. They also create housing for your empire.

Luxury Districts - Cantina Quarter, Culinary Quarter, Textiles Quarter, Jewelers Quarter - these districts enhance a class of luxury resources thematic to the district. They also provide a maximum of +1 additional trade route to a city.

Government Center - this district gets bonuses based on your current government type, and generates a variety of yields.

Medical Center - this modern district adds housing and growth to all cities in your empire.

Naval Base - this is like an encampment that gets built in coastal tiles.

Boardwalk - this is a district for culture and tourism that gets built in coastal tiles.
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Showing 1-1 of 1 comments
Mk Z 15 Jan, 2019 @ 12:58am 
textile industry was not about luxury but necessity. it was very important and second only to agriculture. cloth was used for sails so textile district can increase production of preindustrial ships.
textile district should have adjacency bonus for sheep (wool).
also it would be great to have flax and hemp in the game along with cotton and silk.
Last edited by Mk Z; 15 Jan, 2019 @ 1:03am
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