How Civilization 7 could fix the bugs in Civ 6's districts

With each Sid Meier's Civilization The game, Firaxis aims to shake up the experience significantly with new gameplay mechanics, a new style and brand new civilizations to control. As release date for Sid Meier's Civilization 7 is approaching, players are slowly starting to see how this entry will do. From an all-new Age feature to an overhaul of the core Civilization feature, fans are in for an exciting experience. Maybe one of Sid Meier's Civilization 7The biggest changes come with its approach to neighborhoods.




Introduced in Sid Meier's Civilization 6helped neighborhoods make the game's many cities much more than just production locations. Throughout the districts, cities spanned multiple tiles, with each district dedicated to serving civilization in particular ways. While it greatly expanded the way players interacted with their cities, it also felt very limited, especially compared to the real world. So, instead of continuing with that model, Firaxis is shaking it up a lot Sid Meier's Civilization 7. While it remains to be seen if it works, so far things are looking bright.

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Civilization 7's districts seem to be changing things for the better


Civilization 6's districts were a nice change of pace

Until the release of Civilization 6the franchise's cities were nothing more than hubs with a tile. These hubs served as the center of power, with players using them to construct anything they could ever need. But since they only occupied one tile, there was only so much players could do with this feature. Fortunately, Firaxis seemed to understand this problem, so it completely overhauled how cities work Civilization 6.

Now cities are much more than a simple tile. Civilization 6 players must actually build specialized districts that serve different purposes, such as providing science or religious profits. Each district takes up a neighbor tile, with some tiles offering special bonuses to certain districts. Once placed, players can augment them with special buildings exclusive to said district. Additionally, cities can only have a certain number of these districts, depending on their population size and available space. So it's up to the players to pick and choose to ensure they have the right districts for the victories they aim for.


Civilization 7 seemingly makes this system even better

Even if Civilization 6s districts were nice, they were also quite limited. Unlike in real life, these districts could only have buildings associated with whatever specialization they had. So, religious districts could only support church-like buildings, science districts' sole purpose was to provide scientific profits, and commercial districts only helped build up the treasury of civilization. This meant that players have very little flexibility in how these districts functioned, holding them back from creating the civilization they wanted to build.

Civilization 7 will review many features including Civilization 6s district. Now there will only be two types of districts for players to choose from: Urban and Rural. City districts can have two buildings at the start, with more slots unlocked as the game progresses. It is up to the player which buildings they choose to build within, giving them full control to specialize them however they want. Rural districts essentially replace tile improvements, without the need for Civilization's Builder.


While it remains to be seen whether this new approach succeeds, the changes sound very promising. Players will no longer be locked out of building certain buildings in these districts, but instead will have virtually free rein to build their cities however they want. Of course, there will always be a meta that players will likely aim for, but even with that, it will be nice to have a little more flexibility in how they go about it.

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