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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