That seems wholly unrelated to what a lot of us are saying, and mostly you raising straw men for the sake of bashing everyone else in this thread.
Planning should matter. Adjacencies should matter. I don't think anyone has suggested otherwise. But the flavoring of those districts should not ne the gross nonsense that it is right now, where a single city with all its neighborhhod takes up half of Europe.
I didn't bash anyone with the original post, I am not saying you want the game to be dumb, but that it is inevitable result of trying to make districts more realistic this way so that they don't span so much space. If you spent less time antagonizing me and more time reading it, you'd notice you literally prove my point with the last sentence. You don't like the visual aspect that one city takes half of Europe (which is already questionable as I don't know what map you're using with such small Europe), but how do you want to preserve the diversity of adjacencies tied to map and also make districts small enough for realism, so that their "flavouring" is not "gross nonsense" to you?
IIRC the problem is: Is adjacency access and planning adjacencies good ideas? Yes. Are these ideas being implemented in a very sensible way? Not really. We still cannot say whether a District is a "City District" or an "Outlying Specialized Town" after 4 years of playing, not to say that even with the idea of adjacency access, currently "city specialization" is still at a bare minimum, a min-max player can still plop +3 Campus in every single city and turns every city a College Town. And also how some well-placed Improvements can out-yield a District, etc. - it is really anti-thematic and not well-flavored. If anything, we need better districts, and better districts is what we are brainstorming here.
The two last points are complete contradictions, though.
The problem is that worth of District can be improved in two ways, more bountyful adjacency rules so that they don't get "out-yielded by improvements" or better buildings. If you want to empower their adjacency yield potential, that will lead to the opposite of what most people here want - more disconnected Districts. Nothing prevents you from making realistic cities by placing Districts in clusters adjacenent to each other, you even get +1 per two adjacent Districts. The problem is that you lose value, because Campus is at its best as lone monastery surrounded by Moutains (reaching +12 Science that way before Natural Philosophy), Theater Square is best being the Square amidst Wonders etc. More adjacency options, better high yield potential, less inclination to make District clusters and more inclination to have them all over the place like towns. And increasing value of District through adjacency literally worsens your point "a min-max player can still plop +3 Campus in every single city and turns every city a College Town." as it makes it even easier to reach such status in any city you wish.
Now the opposite point: Adjacency should be more restricting so that you avoid the "+3 Campus in every single city and turns every city a College Town.". This cripples Tall extremly, If it's hard to make adjacency useful, you simply don't bother, you capitalize on value of buildings, placement matters less and you get more worth from spamming cities as even Campus with worse adjacency won't be problem If you spam enough of them. Pre-buff IZ didn't make people think more strategically about where to place it, most people straight up ignored it and considered it not worth and devs had to buff the everliving spirit out of it.
What I was responding to in this thread are suggestions to make Districts more clustery. This means removing enormous part of the planning, making it so that each city has only one worthy District, leading into minimal planning of "City has Moutains, gonna be Campus city, for other Districts I will make different city", leading once again to simple city-spam. Given that I was accused of bashing, seems like I have to re-iterate this thread's posts I responded to:
What I think Civ 7 should do would be to have a separate 3 rings inside the city "center" which would be used for districts/wonders in order to make the cities not seen so spread out.
The other tiles around the city would be best saved for the improvements like normally and previous versions.
This requires to be elaborated. What would be the "tiles" of the inner rings, what would determine them, how would they maintain the diversity of current adjacencies? Would you still found city on Flat Desert tile and then the inner 3 rings are all Flat Desert? Would it be random thus making pre-planning redundant? Would it still place Administrative Center on the tile, claim 3 rings restricted to Districts and Wonders only and then claim 1 additional ring (and potentionally grow into two additional rings beyond that) for Improvements, leading into Cities even more enormous, which Evie complains about?
Here I fail to see how to achieve that 1) it doesn't look too convoluted (with basically two maps, one where City takes one tile plus 3 rings of Improvements, one representing 3 inner rings), 2) that City doesn't take entire Continent (Center plus 6 rings) or 3) that there's still smart planning prior to founding the City (so you know exactly what Terrain the rings will have). In this case, the current Civ 6 System seems better to me. Only 3-ring cities, already prior to founding the City you can see where you could place Districts and Wonders, what advantages it gets (coast, river defense) etc., looks simple without having to play 4D chess.
If this suggestion meant City plus 3 Rings on upper map with 3 Inner Rings on city map without Terrain Importance in City Map or one related to city placmenet only (city is adjacent to Moutain, was founded on desert etc.), I see huge removal of most strategy behind District planning and big step towards Civ V style, just more graphically appealing as Buildings are not just circular icons but 3D models.
In addition, I am not a huge fan of far-away Districts, and the current Civ VI cities don't look like a "Provincial Capital" either, so I cannot really say these Districts are "outlying specialized local towns". Therefore, similar to the food extraction, I think that Districts should be limited to the 1st ring of the City Center before the invention of Mass Transit. Limited District placements can also work towards City Specialization - since you cannot plop every single District in every single city, you really need to plan out what each city is actually for.
This one is the major reason I was accused of slippery sloping, straw maning and bashing.
Limiting Districts to 1st Ring only (for most game) is EXTREME limitation of planning. As you said, there's practically non-existent chance you will get good Campus, good TS and good CH in one city this way. Instead, you get more cities. So you replace
planning of Campus near Moutains leaving space for possible Wonders that would be adjacent to TS and leaving space for River-adjacent CH, possibly attempting to keep them all triangular for +1 adjacency and for better Spy Protection into
City has Moutains nearby - I'll slap Campus there, City has Strategic Resources nearby in ring - I'll put IZ there, the rest is just spamming as many cities as possible to cover multiple bases. How is this not removing city-planning in favor of city-spamming? Also how is this better than limiting Districts to Pop Milestones, causing wide-based small cities to be less district-diverse, which at least doesn't punish Tall?
I agree the specific numbers of Pop Limits and adjacencies are bit off, but that requires numerical balance, not complete rework of the mechanic into something which I simply fail to see as something else than less emphasis on giving thought into placing the City correctly and more emphasis into placing as many cities as possible, each having very minimalistic rules of "what does it have most of, moutains, strategics, wonder potential?" or even more simple like "that one has NW, that one's a HS". Mind you, ironically, the priority planning due to Pop Limit does cause the planning of whether city is placed to often be minimalized into it (for example, my last point with NW), but even then If you want to go Tall you can use the 3-ring reach to place it with better diversity of adjacencies. Locking it behind late tech cripples it needlessly.
And as to my Rome point: Why is this being suggested? Because of gameplay? The +3 Campus in each city point is one and came very late (only after I allegedly "slieppery-sloped"), most of points I've found here are purely about visuals and flavours. If you want to rework something so harshly based on that, yes it does get into territory of historical accuracy over practical gameplay.
You brought the point it doesn't seem like the Provincinal Capital to you, which I'd like you to elaborate more about what would you change so that it does look so, as that I find much more reasonable change, to change how one looks at these without changing the existing system so invasively. I myself often think of Cities in Civ 6 as Regions or Provinces due to their size (I did the same in Civ V). The question is: What would make you think of it that way and accept far-away Districts (as I've tried to explain above, they inherently must be far-away to maitain diversity of planning)?