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CIV6: Thinking more on District Cost Scaling

(November 6th, 2016, 16:22)Ranamar Wrote: Incidentally, I'm not sure what kind of average the average is, because I found about half my districts tended to be reduced-price despite having many times the AI number of cities in the adventure.  To be fair, that half was the half that I wasn't building many of, but it felt like I could build a lot more than the number of districts I thought the AI had built of some of those types to get it to regular price.

This leaves me wondering if the average that it's under is the average number of each type of district that you have, but that seems crazy, because it's not a catch-up mechanic like we thought, but rather a mechanical way to encourage you to diversify your districts.

From what I've heard (on reddit) you get a 25% discount if you have less districts of that specific kind than the average civ does.
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imo the campus & theatre district should award additional science/culture per pop. double or triple tech & civic costs and lower eureka bonus to 30%. increase pop requirement for districts from one district per 3 pop to 5 or 7 pop.
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An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
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