Casual needing advice

Are you sure you were placing a District that gets a bonus from being next to another one? A few of them have 'if adjacent to 2 districts'. Maybe you were only adjacent to 1 and so didn't get the bonus.
I'm not 100% sure so that might be it, but I was under the impression that it had 2 districts adjacent to where I placed it so I guess it's also possible that the UI just didn't show it when I was placing it from the construction menu, but it still got the bonus? But thats good to know for the future, thanks! :)
 
Are you sure you were placing a District that gets a bonus from being next to another one? A few of them have 'if adjacent to 2 districts'. Maybe you were only adjacent to 1 and so didn't get the bonus.
Yes it was adjacent to two others so I guess the UI didn't show bonuses prepatch, but now it does and apparently you don't even need to own, not sure about mines, but atleast adjacent districts to get the bonus. Atleast according to UI. Forgot to check.

After few more hours of gameplay and almost as many hours spent here the "optimal" way to play is chucking cities left and right 3tiles apart from each other to get most out of overlap bonuses?
IZ's are important, cuz Factory&Powerplant and it's probably a good idea to build few ED' with cities in reach aswell. Holy/Culture/Science districts when going for the vic/when getting like +8adj. bonuses? Encampments when?
Neighbourhoods also seem a bit odd to me.

And then we get to the last two, which gets talked bout pretty often as best and atleast 3rd best. Main reason seems to be trade routes(?), but what exactly makes them so powerful? I have a feeling that I haven't been using them to the fullest.

Last gamee I started I was thinking that Tall cities with as many as possible was the way to play, bcuz ED made it Amenity wise easy and districts with buildings yielded much more than a sheep on a hill for eg., but maybe not?
 
Currently it seems the optimal way to play is Wide (that is, lots of cities with few population). Actually, with enough Entertainment Complexes, you can get those cities quite tall (~10 pop). Some people even advise going full ICS (Infinite City Sprawl), though it's a pain to manage everything.

Encampments are not quite needed if you go wide enough and get 2 of every strategic resource. They give the ability to build troops with only 1 of them (if you have 2, who cares about this), faster XP gain (most of your troops should survive the entire game and accumulate enough XP anyway), 4 production (not really enough to make it worthwhile) and an extra ranged attack from the encampment (seriously, I can count the times I've used it using one hand).

Neighborhoods are used to increase housing in the mid-to-late game, based on the appeal of the tile they are. You can build multiple Neighborhoods in a city. That means any housing problem gets solved with them (except if you have a cramped city). It's quite a no-brainer once you see them in action (and understand what might boost or reduce appeal to maximise its effect).

Lastly, about trade routes. Internal trade routes are very powerful, and a key element to playing wide. Send your trade routes from your newly-founded cities to your core cities (e.g. the ones with many districts). Every district in the destination gives either +1 food or +1 production to the other city. 3-4 routes should jump-start your new city and make it productive faster. Also, the policy cards that gives gold for every trade route and some wonders such as Great Zimbabwe also work, boosting your gold even further.
 
Neighborhoods are used to increase housing in the mid-to-late game, based on the appeal of the tile they are. You can build multiple Neighborhoods in a city. That means any housing problem gets solved with them (except if you have a cramped city). It's quite a no-brainer once you see them in action (and understand what might boost or reduce appeal to maximise its effect).

Lastly, about trade routes. Internal trade routes are very powerful, and a key element to playing wide. Send your trade routes from your newly-founded cities to your core cities (e.g. the ones with many districts). Every district in the destination gives either +1 food or +1 production to the other city. 3-4 routes should jump-start your new city and make it productive faster. Also, the policy cards that gives gold for every trade route and some wonders such as Great Zimbabwe also work, boosting your gold even further.

Thanks! I guess could have built a few neighbourhoods when building cities only on good spots and usually more than 4tiles apart, but I guess when going more wide they ain't so important? Especially if it starts to remind ICS. :p

So the idea is to jumpstart&build roads and then going for money to foreign cities when you have enough routes to "spare" some for just gold? Or run out of space to place expos.
I'v been mainly sending them from cap to build roads and then after money to some distant lands:mischief:
 
Depends on how you want to develop your cities and which tiles/specialists you want to run. Also, the number of districts in a city depends on the pop (if I'm not mistaken, every 3 more pop = 1 district; so you get an extra district at 4,7,10... pop). The exceptions to these are Aqueducts, Neighborhoods and unique districts, which do not require extra pop. So Neighborhoods might or not be important. It's up to your own judgement.

It's still good to use trade routes internally for the extra production. They're still useful to speed up a Wonder an extra turn or two, help a core city grow even taller or connect border cities between themselves for extra movement speed late game. They still give good gold because of the trade posts they build in the cities when a trade route is completed.
 
No, they do not. There are no "per population" gold bonuses in the game (other than the religious belief "Tithe"). Commercial hub will give gold equal to its adjacency bonus plus, as stated in the Civilopedia, "Citizen Yields (per citizen) +4 Gold" but that doesn't mean what you seem to think it means -- that describes the yield you would get if you assigned a citizen to work an available citizen slot in a building located in that district. Commercial hubs have no citizen slots themselves, so you cannot assign a citizen to work an empty commercial hub (one without any buildings). But each building that can be built in a commercial hub (Market, Bank, Stock Exchange) has 1 citizen slot, so you would earn +4 gold when you assign a citizen to work each of those slots (total +12 gold if all 3 slots are worked).

Note that the Free Trade policy (unlocked by The Enlightenment) doubles the gold yield from commercial hub buildings, but it only doubles the base gold yield of each building (market = 3 gold, bank = 5 gold and stock exchange = 7 gold); it does not double the gold yield from working citizen slots in commercial hub buildings.
 
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