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A "Districts Idea"

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5 years ago
Jul 25, 2020, 5:36:32 PM

Hello All, I didnt even know this place existed! Below is just a shot in the dark idea that I had while thinking about Humankind and remembering Endless Legends. 

Districts= City Improvements/Buildings
Ever since I was a kid, playing the first Civilization game I ever owned (Civilization: Call to Power) I always wanted to physically see the building improvements I added to cities. Later games DID do this, however, I got to thinking that it would be a really cool way to make city districts more unique in Humankind (as people will inevitably compare them to Civ 6, even though EL came first...) 

Each City Improvement, could be a tiny building you plop down much like a District. You select it, then select a side. It then builds said "District" with the que. Further, as your city grows, you could give the world a more "Living" feel by making it so that the districts start off with a single building, say a Granary, and as the city population increases, it would increase the number of buildings that would be stacked around the granary. 

Taking this a step further, you could have the player plop down a holographic version of where the building will go. (on what tile around the city) then as each turn ticks away, the building looks more and more complete. 

Then instead of just "Adding in" new buildings, Like in older Civ games and even Endless Legends, You utilize that Granary District to "upgrade" it with the tech. Having the player build the upgraded tech version, then with each turn after its built, the city slowly "Modernizes" around that building. Instead of a "Blam you are now in the bronze age!" Maybe even dictating a district as "Historical" so it will not update to future tech looks if you happen to like a particular look. 

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5 years ago
Jul 26, 2020, 5:23:06 PM

Having binged through Anno 2070 for the past four weeks; I'm conflicted on the District building modules idea.


On one had: That is one of the best ways a game can explain to the player through gameplay about how much land agricultuer buildings end up gobbling up for so few gain in real life while also showing the endgame consequence of industrialization by having all the free roaming wingless animals just disappear from existance since it's all cities and production now.


On the other: I'm not sure how realistic that is for Amplitude to impliment +1 year since the announcement of Humankind.


I really like the idea though.

Updated 5 years ago.
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5 years ago
Jul 26, 2020, 6:42:12 PM
Changlini wrote:
On the other: I'm not sure how realistic that is for Amplitude to impliment +1 year since the announcement of Humankind.

It's not a last minute implementation, it was always gonna be district.

Amplitude brought districts to the 4X genre, it was always gonna be districts, building on their experience with Endless Legend.

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5 years ago
Jul 26, 2020, 7:23:29 PM
Maveq wrote:
Changlini wrote:
On the other: I'm not sure how realistic that is for Amplitude to impliment +1 year since the announcement of Humankind.

It's not a last minute implementation, it was always gonna be district.

Amplitude brought districts to the 4X genre, it was always gonna be districts, building on their experience with Endless Legend.

He means in relation to what Im talking about. Districts being your actual city improvements, and then houses and such get put around that. IE- Instead of building that invisible Granary for your food bonus, You have to physically plop down a granary building and fields spring up around it. In a sense, giving you a visual representation of each districts "Specialization" instead of have districts seperate from City Improvements. 

1+ year into development isnt that long. Though, from what Iv seen, I suspect they've been in development more closer to 2-3 years. 

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5 years ago
Jul 26, 2020, 11:42:20 PM

I think I understand what you guys are trying to say. The idea is that the building would appear near the capital (Depending on space taken up). Honestly I'd be done for that. If the Idea was meant to be like the district building in Civ VI, there's potentional as long as changes are made so then the game isn't just a carbon copy. Maybe cities are limited to X districts, no matter their population? It'd also be amazing if after a time period pasts, the districts stayed the same building style. That would make it largely different from Civ 6. In the future after the game's release, maybe as a patch or dlc, there could be a special district thats specific to each civ (And when i say that i mean only X civs could say a shipyard as a specialty). Picking civs with the same special district would limit the bonuses the player could get from having several, however they could also get benefits for the specific one they focus on. 


Example: Religion District

Let's say in the Bronze Age you pick Egypt. Then you can build a religion district that grants you culture with added bonuses if you build it next to a river. 

Then in Iron Age/Medieval Age, lets say you have a choice between Vikings and France

The Vikings would give you acess to the shipyard district so you can have an edge in naval warfare as well OR you could pick France; and although they too have the religion district as their specialty, you boost the cultural production of the ones you have already built and then you also can upgrade the districts with Gold to recieve other bonuses. The old districts built wont have their building style changed, however new districts built would reflect the architectural stylings of iron age/medieval France. Same with the Vikings if they were chosen. 

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5 years ago
Jul 27, 2020, 3:04:49 AM
Histarium wrote:
Instead of a "Blam you are now in the bronze age!" Maybe even dictating a district as "Historical" so it will not update to future tech looks if you happen to like a particular look. 

I also really like this.

And to top that feature off: Maybe Have their be an historical event which gives the player the option to whether or not their empire treats historical districts with utmost care (increases city upkeep) or simply shrug them off as things that'll stand the test of time--which then has the consequence of the historical districts slowly getting taken over by nature or eroding from lack of care(Great Pyramids losing their Polished white limestone exterior, Mayan Temple towers overtaken by grassy overgrowth, and other real examples).


Updated 5 years ago.
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5 years ago
Jul 27, 2020, 10:38:48 AM
Histarium wrote:
the city slowly "Modernizes" around that building. Instead of a "Blam you are now in the bronze age!" Maybe even dictating a district as "Historical" so it will not update to future tech looks if you happen to like a particular look. 
Humanboi11 wrote:
It'd also be amazing if after a time period pasts, the districts stayed the same building style.

Actually, this mechanic has been explained, for instance in Feature Focus #4.


Each civilization/culture (in every era) will have an Emblematic Quarter, which offers unique bonuses or effects that will remain active in the cities that built them as the game advances through the Eras. Moreover, every Emblematic Quarter you build in your cities will remain in its original style throughout the game, so you'll have a sense of historical continuity or at least you'll have a visual of the different cultural choices you made throughout the game, whereas the other buildings/districts (commons ?) will change and "evolve" stylistically.


Here is a screenshot taken from Humankind's Twitter account that shows a city with different eras buildings styles :



[edit] : here's another screenshot :



Histarium wrote:
Each City Improvement, could be a tiny building you plop down much like a District. You select it, then select a side. It then builds said "District" with the que. Further, as your city grows, you could give the world a more "Living" feel by making it so that the districts start off with a single building, say a Granary, and as the city population increases, it would increase the number of buildings that would be stacked around the granary. 

Now, from your first suggestion, I'm not sure anything has been said yet, except the fact that there are two types of buildings (as in Civ6 for instance) : cities improvements and districts/quarters. There's another Feature Focus video that talks about it, which will give you more insights.


On the city buildings menu (any early version gameplay footage on youtube shows it), you can see hex shaped boxes for buildings which are districts/quarters, and have to be placed on tiles on the map, next to city center or outpost or within your territory.


The other buildings are square shaped boxes, and are cities improvements, such as granary/tanning racks ... They are built inside the city center. I might be wrong, but I don't think they'll visually appear on the map or inside the city center tile.



Updated 5 years ago.
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5 years ago
Jul 27, 2020, 11:02:56 AM

The big question here though is there gonna be a limit to how many districts and regions and can they expand away from the city without limit?

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5 years ago
Jul 27, 2020, 11:19:10 AM
timdraco wrote:

The big question here though is there gonna be a limit to how many districts and regions and can they expand away from the city without limit?

From what I understand, yes, there's a stability factor/mechanic that has to be taken into account, either within your city territory or within your empire territory. This gameplay footage from GUD is pretty explanatory about it, if you want to check it.

Updated 5 years ago.
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5 years ago
Jul 27, 2020, 2:20:43 PM

Interesting stuff, I actually somehow glanced over that Feature Focus. Though, What I was getting at was more of combining the city improvements, WITH districts, and the AI builds around what you built. Although, I realize it would fundamentally change how they already started working on things.

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5 years ago
Jul 31, 2020, 6:13:41 AM

Hi folks,


Just wanted to add a complementary information about city's improvements (aka infrastructures in the game), from yesterday's first OpenDev scenario stream : those infrastructures won't appear visually on the city center tile. The reason is (obviously) because there are too many of them.


Full stream here on Twitch


This first scenario being focused on city building/management, it's very much worth watching for its mechanics and explanations given by the Dev's team.


Cheers !

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