This is more for fun than anything else.
For reference, how district cost scaling currently works: https://www.reddit.com/r/civ/comments/59...tion_cost/
Seems kind of weird. District costs scale with your tech/civic progress, with the potential for a discount if you have fewer of that type of district than the average of other players. In SP this will only come into play on district types that you've pretty much ignored, or you've been beaten to in tech by many of the AIs who have then built them, so unlikely to be much of a factor at all (probably a cheap encampment if you skip that since it seems the AI really loves to build them but that's about it). Also district costs are locked in after you queue them.
If you could replace that scaling system with something else, what would you replace it with?
A couple thoughts come to mind; one is to have it be a pure local scaling, eg. each additional district costs more. However, this turns into a game where the "right" move is to always build your IND district first, unless there's a compelling reason/massive opportunity cost from another district type (harbor to get boat into the water ASAP, or maybe the first of your cities to build a holy site for Great Prophet points), since the IND district will then let you build your other (the ones you actually want) districts first.
You could make district cost player-based, eg. each district costs more depending on how many of that type you've already got in your civilization. Or make it harsher and say instead of district-types, just total number of districts.
Another thought is to throw the district production cost scaling requirement away, and instead scale the maintenance cost? Right now it looks like empty districts all cost 1GPT, you could put together a system where the first district costs 1GPT, the 2nd costs 1 + N GPT, 1 + 2N GPT etc. This has a downside of being an AI/new player trap, where you get excited about districts but then overbuild them to your detriment.
For reference, how district cost scaling currently works: https://www.reddit.com/r/civ/comments/59...tion_cost/
Seems kind of weird. District costs scale with your tech/civic progress, with the potential for a discount if you have fewer of that type of district than the average of other players. In SP this will only come into play on district types that you've pretty much ignored, or you've been beaten to in tech by many of the AIs who have then built them, so unlikely to be much of a factor at all (probably a cheap encampment if you skip that since it seems the AI really loves to build them but that's about it). Also district costs are locked in after you queue them.
If you could replace that scaling system with something else, what would you replace it with?
A couple thoughts come to mind; one is to have it be a pure local scaling, eg. each additional district costs more. However, this turns into a game where the "right" move is to always build your IND district first, unless there's a compelling reason/massive opportunity cost from another district type (harbor to get boat into the water ASAP, or maybe the first of your cities to build a holy site for Great Prophet points), since the IND district will then let you build your other (the ones you actually want) districts first.
You could make district cost player-based, eg. each district costs more depending on how many of that type you've already got in your civilization. Or make it harsher and say instead of district-types, just total number of districts.
Another thought is to throw the district production cost scaling requirement away, and instead scale the maintenance cost? Right now it looks like empty districts all cost 1GPT, you could put together a system where the first district costs 1GPT, the 2nd costs 1 + N GPT, 1 + 2N GPT etc. This has a downside of being an AI/new player trap, where you get excited about districts but then overbuild them to your detriment.