How Civilization 7 Could Fix Civ 6 Districts Bugs

With everyone Sid Meier's Civilization Firaxis aims to significantly shake up the experience with new gameplay mechanics, a new style, and brand new civilizations to control. As a release date for Sid Meier's Civilization 7 is approaching, players are slowly starting to see how this entry will do. Fans can look forward to an exciting treat, from an all-new Age feature to an overhaul of the core Civilization feature. Maybe one of the Sid Meier's Civilization 7Access to urban areas brings the biggest changes.




Introduced in Sid Meier's Civilization 6City districts have helped make many of the game's cities much more than production locations. Across the districts, cities were spread across multiple tiles, with each district dedicated to serving civilization in a special way. While this greatly expanded the way players interacted with their cities, it was also very limited, especially compared to reality. So instead of moving forward with this model, Firaxis is shaking it up significantly Sid Meier's Civilization 7. While it remains to be seen whether this will work, it looks bright so far.

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Civilization 7 districts seem to be changing things for the better


Civilization 6 districts were a nice change of pace

Until release Civilization 6franchise cities were nothing more than single-tile hubs. These nodes served as a center of power and players used them to build anything they could ever need. However, since they only took up one tile, there was only so much players could do with this feature. Fortunately, Firaxis seemed to understand this problem, completely overhauling the way cities work Civilization 6.

Now cities are much more than just one simple tile. Civilization 6 players actually have to build specialized neighborhoods that serve different purposes, such as providing science or religious gains. Each area occupies an adjacent tile, with some tiles offering special bonuses to certain areas. Once placed, players can augment them with special buildings that are exclusive to that district. Additionally, cities can only have a certain number of these neighborhoods, depending on their population size and available space. So it is up to the players to choose and ensure they have the right districts for the victories they are aiming for.


Civilization 7 seemingly makes this system even better

Even if Civilization 6The districts were nice, they were also quite limited. Unlike in real life, these neighborhoods could only have buildings associated with whatever specialization they had. Thus, religious precincts could only support church-like buildings, scientific precincts' sole purpose was to provide scientific profits, and commercial precincts only helped build the treasure of civilization. This meant that players had very little flexibility in how these neighborhoods worked, preventing them from creating the civilization they wanted to build.

Civilization 7 many features will be redesigned including Civilization 6districts. Players will now only have two types of districts to choose from: Urban and Rural. City districts can have two buildings at the start, with additional slots unlocked as the game progresses. It is up to the player which buildings they choose to build, giving them full control and specializing them as they wish. Rural districts basically replace tile upgrades without needing to Civilization Builders.


While it remains to be seen whether this new approach will succeed, the changes sound extremely promising. Players will no longer be able to build certain buildings in these neighborhoods, and instead will have virtually free rein to build their cities as they wish. Of course, there will always be a meta that players will likely be aiming for, but even so, it will be nice to have a little more flexibility in how to achieve it.

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