Civ 7 is just about one month away from its release, and as the game approaches, we have to take an honest look at the features that we’ll probably miss the most in Civ 7. One of these: Districts.

(and the adjacency bonuses which make Civ 6 stand out in the series)

District Play and Adjacency Bonus

Via Firaxis
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Districts took the formula of city planning in Sid Meier’s Civilization V and added a ton of extra skill cap to the mix. Because districts take up a tile (and its yields along with it), there is a huge downside to placing one. Obviously, the benefits to placing one are much more beneficial than the downsides are woeful, but the fact remains that simply placing a single district effectively in Civilization 6 arguably takes more skill than fully building out an entire city in Civilization 5.

This is compounded by the added difficulty introduced by adjacency bonuses: these bonuses give the districts added yields depending on what’s next to them. Poland’s holy site district , for example, gains extra faith for adjacent mountains, woods, and other districts that are adjacent to it.

So not only is placing one district a task of great difficulty, but the player is also tasked with placing multiple of them down in ideal spots. Again, these tasks, in tandem, work to raise the skill ceiling’s height to places previously unseen in Civilization.

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Civilization 7 will be gutting such gameplay. The soon-to-be-released hype-train will introduce cities with two districts, urban and rural, which automatically organize themselves and function in ways that are mostly unknown to anyone who hasn’t played the game, yet.

Where district adjacency takes off, the various changes to combat, river navigation, town creation, and CPU chugging take over (probably.) Cheers, district adjacencies. I can’t say you were perfect, but you were definitely a lot of fun.

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