Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Are districts still a thing in the game?
Loved previous Civ games and mastered some but ever since they added the districts stuff it just wasn't as fun anymore, since everything revolved around districts.
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Showing 1-11 of 11 comments
Talesin Feb 15 @ 4:57pm 
No, they simplified city building and removed districts and workers.
Now you create urban districts by placing 2 buildings in the same square and auto get the resource when growing the city on a tile.
Maxwulf Feb 15 @ 5:03pm 
Originally posted by Talesin:
No, they simplified city building and removed districts and workers.
Now you create urban districts by placing 2 buildings in the same square and auto get the resource when growing the city on a tile.

Wow, they actually removed districts? That's big for me then!

But hard to believe the feedback has been so mixed, I hope it's not related to these gameplay features?
R.E.D Feb 15 @ 5:06pm 
Dont get to excited the districts are now more generic and still spread all over the map, making it sometime look like simcity :). Also the districts with buildings are hard to identify, they all look basically the same. Good graphics though, looks pretty.
Last edited by R.E.D; Feb 15 @ 5:06pm
Ishau Feb 15 @ 5:10pm 
I am okay with how "districts" work in Civ 7. It is one of the elements I prefer in 7 over 6.

You can have unique districts depending on who you play, Rome, Greece and Spain for example have their own and the bonuses are quite nice.

You then have urban districts, which is any tile you have a building on. When you have 2 buildings that urban district is known as a quarter.

Some of the buildings are replaced with age and others are present through the entire game.

You also have adjacency bonuses that can affect either quarters, or specific buildings in a quarter.

It does make for some interesting gameplay.

The only downside currently is diasters can screw you over. Once you have changed civilization on age up, you can no longer build the buildings from the previous civilization. That is fine, however if your building is hit by a disaster like a tornado or flood you cannot repair it. So you end up with a damaged building(s) for the rest of the game that cannot be repaired or replaced.
Maxwulf Feb 15 @ 6:11pm 
Originally posted by Ishau:
The only downside currently is diasters can screw you over.

As they should? That part is probably intended :)

Thinking of Pompeii, Atlantis or hurricane Katrina in recent times.
Originally posted by Wulfmax:
Originally posted by Talesin:
No, they simplified city building and removed districts and workers.
Now you create urban districts by placing 2 buildings in the same square and auto get the resource when growing the city on a tile.

Wow, they actually removed districts? That's big for me then!

But hard to believe the feedback has been so mixed, I hope it's not related to these gameplay features?
Yeah, it's not a big deal, you still have all the same buildings you need to build, like a library and a university, but now you have to find room for them in a fish market, or a saw mill as opposed to the science district just housing them all.
Martin Feb 15 @ 6:20pm 
Everything you build is a district.
Originally posted by Wulfmax:
Originally posted by Ishau:
The only downside currently is diasters can screw you over.

As they should? That part is probably intended :)

Thinking of Pompeii, Atlantis or hurricane Katrina in recent times.
They are broken so far as I can tell. If you play a longer game (my last 2 long games) by the second age, they are on a Timer, so it was every 20 turns, I had 2 disasters, and then on the 21st turn a 3rd, and it just repeated, like clock work.

I heard people saying if you have disasters at 3(I have it on 1) there is a disaster basically every turn.
Originally posted by Wulfmax:
Originally posted by Talesin:
No, they simplified city building and removed districts and workers.
Now you create urban districts by placing 2 buildings in the same square and auto get the resource when growing the city on a tile.

Wow, they actually removed districts? That's big for me then!

But hard to believe the feedback has been so mixed, I hope it's not related to these gameplay features?
You were given incorrect information.
Every single building in the game is considered a district now.
They doubled down on districts.
Ishau Feb 16 @ 3:41am 
Originally posted by Wulfmax:
Originally posted by Ishau:
The only downside currently is diasters can screw you over.

As they should? That part is probably intended :)

Thinking of Pompeii, Atlantis or hurricane Katrina in recent times.


I am not convinced this is intended. You can repair any other building, including ageless buildings, that have been damaged through a disaster. You can even repair buildings you can no longer build, like the library in the modern age. The only thing you cannot repair buildings that are from your previous civilization before you aged up.

The least I want to be able to do is tear them down and overbuild, but because those buildings are classed as ageless you cannot do that either.
As someone who don't like Civ VI and its districts, Civ VII is so much better, much more flexible.
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Date Posted: Feb 15 @ 4:50pm
Posts: 11