I think it would be a lovely touch to modify the tile graphics based on district adjacency bonus.

For example, if you build a campus next to a mountain for a +1 science, then the mountain tile could show something science related, like an observatory etc

*pauses *

Just decided to paste this into gpt for suggestions, here’s what it suggested:

Sure, here’s a comprehensive list grouped by districts, detailing their adjacency bonuses and suggestions for modifying tiles for each era to reflect these bonuses.

Campus (Science)

  • Adjacency Bonuses:

    • +1 Science for each adjacent mountain
    • +1 Science for every 2 adjacent Rainforest tiles
    • +1 Science for every 2 adjacent district tiles
  • Tile Modifications:

    • Mountains:

      • Ancient Era: Simple observatory structures
      • Classical Era: More sophisticated observatories with stone buildings
      • Medieval Era: Large observatories with domes and telescopes
      • Renaissance Era: Advanced astronomical instruments visible
      • Industrial Era: Modern observatories with glass domes and machinery
      • Modern Era: High-tech observatories with satellite dishes and antennas
    • Rainforest:

      • Ancient Era: Basic research camps
      • Classical Era: Structured wooden research posts
      • Medieval Era: Small stone research facilities
      • Renaissance Era: Research stations with scientific equipment
      • Industrial Era: Permanent buildings with more advanced equipment
      • Modern Era: High-tech research outposts integrated with the environment
    • Adjacent Districts:

      • Ancient Era: Small scholar’s huts
      • Classical Era: Libraries and schools
      • Medieval Era: Universities and large libraries
      • Renaissance Era: Colleges and scientific academies
      • Industrial Era: Laboratories and research institutions
      • Modern Era: Research complexes and innovation hubs

Commercial Hub (Gold)

  • Adjacency Bonuses:

    • +2 Gold for each adjacent river tile
    • +1 Gold for every 2 adjacent district tiles
    • +1 Gold for each adjacent Harbor
  • Tile Modifications:

    • Rivers:

      • Ancient Era: Simple market stalls and traders by the river
      • Classical Era: More developed marketplaces with stone piers
      • Medieval Era: Riverfront trading posts with warehouses
      • Renaissance Era: Bustling market squares with elaborate docks
      • Industrial Era: Industrial docks and shipping facilities
      • Modern Era: High-tech ports and financial centers
    • Adjacent Districts:

      • Ancient Era: Small trade offices
      • Classical Era: Merchant houses
      • Medieval Era: Large trade guilds
      • Renaissance Era: Commercial buildings
      • Industrial Era: Banks and trading companies
      • Modern Era: Skyscrapers and corporate offices
    • Harbors:

      • Ancient Era: Basic docks
      • Classical Era: Advanced piers
      • Medieval Era: Large harbors with multiple ships
      • Renaissance Era: Elaborate shipping docks
      • Industrial Era: Industrial shipping ports
      • Modern Era: Modern container ports

Industrial Zone (Production)

  • Adjacency Bonuses:

    • +1 Production for each adjacent mine or quarry
    • +1 Production for every 2 adjacent district tiles
    • +1 Production for each adjacent strategic resource
  • Tile Modifications:

    • Mines/Quarries:

      • Ancient Era: Basic mining operations
      • Classical Era: More structured mining facilities
      • Medieval Era: Large mining complexes
      • Renaissance Era: Advanced mining techniques with machinery
      • Industrial Era: Industrial-scale mining
      • Modern Era: High-tech mining and extraction facilities
    • Adjacent Districts:

      • Ancient Era: Basic workshops
      • Classical Era: Smithies and forges
      • Medieval Era: Artisan guilds
      • Renaissance Era: Manufacturing buildings
      • Industrial Era: Factories
      • Modern Era: Industrial complexes
    • Strategic Resources:

      • Ancient Era: Resource collection sites
      • Classical Era: More developed resource extraction
      • Medieval Era: Large resource processing centers
      • Renaissance Era: Industrial processing plants
      • Industrial Era: Advanced processing facilities
      • Modern Era: High-tech resource management centers

Holy Site (Faith)

  • Adjacency Bonuses:

    • +1 Faith for each adjacent natural wonder
    • +1 Faith for each adjacent mountain
    • +1 Faith for each adjacent woods
    • +1 Faith for every 2 adjacent district tiles
  • Tile Modifications:

    • Natural Wonders:

      • Ancient Era: Simple shrines
      • Classical Era: Elaborate altars
      • Medieval Era: Grand temples
      • Renaissance Era: Ornate places of worship
      • Industrial Era: Majestic cathedrals
      • Modern Era: Impressive religious complexes
    • Mountains:

      • Ancient Era: Basic religious markers
      • Classical Era: Small mountain shrines
      • Medieval Era: Monasteries and pilgrimage sites
      • Renaissance Era: Mountain temples
      • Industrial Era: Large religious retreats
      • Modern Era: High-tech spiritual centers
    • Woods:

      • Ancient Era: Nature worship sites
      • Classical Era: Forest shrines
      • Medieval Era: Woodland monasteries
      • Renaissance Era: Nature temples
      • Industrial Era: Spiritual retreats
      • Modern Era: Eco-friendly spiritual centers
    • Adjacent Districts:

      • Ancient Era: Small chapels
      • Classical Era: Churches and mosques
      • Medieval Era: Cathedrals and temples
      • Renaissance Era: Large places of worship
      • Industrial Era: Grand religious buildings
      • Modern Era: Mega-churches and religious complexes

Theater Square (Culture)

  • Adjacency Bonuses:

    • +1 Culture for each adjacent wonder
    • +1 Culture for each adjacent district tile
    • +1 Culture for each adjacent entertainment complex
  • Tile Modifications:

    • Wonders:

      • Ancient Era: Small cultural monuments
      • Classical Era: Public theaters and amphitheaters
      • Medieval Era: Great halls and castles
      • Renaissance Era: Grand opera houses
      • Industrial Era: Elaborate theaters and concert halls
      • Modern Era: Modern cultural centers and museums
    • Adjacent Districts:

      • Ancient
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