Districts and other random things You want to know

CaptainUnknown

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I was just playing a game of Civ 5, as you do when you are anxiously awaiting Civ 6 news. Anyways I had a few late game resources spawn underneath improved tiles and this got me wondering how Civ 6 will handle it. I think it's fairly likely that a district on top a resource will add it to your network, but will it also consider it "improved" when it comes to special buildings like Ivory and the circus? Otherwise, we may have to move the district or just be out of luck.

Any other weird little things you guys are curious about?
 
We know nothing about resources being unlocked later in game. We also don't know about special buildings requiring resources. With the new building system (generally 4 slots in city and each of the districts) such buildings don't look like a good fit. It looks like Civ6 goes different way to make land take role in city.
 
We know nothing about resources being unlocked later in game. We also don't know about special buildings requiring resources. With the new building system (generally 4 slots in city and each of the districts) such buildings don't look like a good fit. It looks like Civ6 goes different way to make land take role in city.

But we CAN assume that Horses, Iron, Coal, Aluminium, Uranium and Oil are all in the game undiscovered until you have the relevant tech.

So the question begs is how exactly is this going to affect when you realise that the safe and clean Campus sits on top of Oil motherlode.
 
But we CAN assume that Horses, Iron, Coal, Aluminium, Uranium and Oil are all in the game undiscovered until you have the relevant tech.

So the question begs is how exactly is this going to affect when you realise that the safe and clean Campus sits on top of Oil motherlode.

Exactly! Late game conquests are usually motivated by the rare strategic resources. Not having them on the map would be boring, but having them add to your pool from a holy site district doesn't make sense either. Maybe rebuilding a district is just one lump sum of turns, versus building it all from scratch again.
 
I really want to know if a district has hitpoints and strength like a city.
 
I want more info on the Civics tree and governments.
 
I really want to know if a district has hitpoints and strength like a city.
It doesn't. Only the city center and Encampment have hitpoints. Other districts can be pillaged like improvements. Pillaging a district which contains buildings will require multiple actions, the initial ones each destroying a building, and then finally the district itself when it is empty. It's not clear whether districts and buildings pillaged in this manner are permanently destroyed, or persist in a damaged state that can be repaired (I would hope/guess the latter).

(This information is from the gameskult.com preview.)

I don't have any info on what happens when a resource spawns underneath one of your districts.
 
But we CAN assume that Horses, Iron, Coal, Aluminium, Uranium and Oil are all in the game undiscovered until you have the relevant tech.

So the question begs is how exactly is this going to affect when you realise that the safe and clean Campus sits on top of Oil motherlode.

I was going to post a clip of that "Saved By The Bell" episode where oil is discovered under the school and everybody's all excited about the money until a duck dies and they all turn against it. But I couldn't find a good one.

I'm going to guess that if later resources spawn on a tile where you've already built a district, they're probably just going to go ahead and let you have access to that resource without affecting the district. If we were going by realism, then that's the time when an "interesting decision" would have to be made--do we let this oil go unexploited, or do we bulldoze the campus so we can drill here? But in terms of gameplay, how many Civ players are going to find it fun to have to make that decision? "This campus is a major science center for my empire, and houses several great works of art. Oh, but that's the only source of oil within my borders! What should I do?" Even I--lacking the standard allergy most Civ players have to random events because I play for immersion and alternate history rather than just to beat a more-complex-than-usual chess game--don't know if I would appreciate being forced to make that particular decision.
 
Perhaps there could be a relocate district improvement for half of the total improvement district coat. (And restrict it to one tile away). So you dont have the issue of oil underneath a campus and unable to build a petroleum improvement.

Especially since these are such a large investment sink compared to merely removing a farm for a uranium mine.

Other possible fixes are allowing resource improvrments on top of districts but i dont like that idea.

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Perhaps there could be a relocate district improvement for half of the total improvement district coat. (And restrict it to one tile away). So you dont have the issue of oil underneath a campus and unable to build a petroleum improvement.

The solution to just give resource with district on it is the simplest and solves everything, considering we'll likely not need the actual resource improvements for anything.

EDIT: And I expect wonders to work the same way.
 
Somehow I was immediatly reminded by a page from comicbook Tintin in America (Was banned in the US at least while ago) where a source of oil is discovered under a Blackfoot indians' "district":

Spoiler :
Tintin%20in%20America%2029.jpg
 
The solution to just give resource with district on it is the simplest and solves everything, considering we'll likely not need the actual resource improvements for anything.

EDIT: And I expect wonders to work the same way.
Another solution is to simply not reveal resources that have a building over them. After all, nobody's going to dig up London City to search for coal.
 
Another solution is to simply not reveal resources that have a building over them. After all, nobody's going to dig up London City to search for coal.

That's interesting idea, but the main problem here is what me (and I believe most other players) just don't like any mechanic which causes loosing resources.

On objective note, this will lead to some twists in strategy as players will want to uncover as much resources as possible before building the majority of districts and wonders. I don't think this would be good for the game.
 
Another solution is to simply not reveal resources that have a building over them. After all, nobody's going to dig up London City to search for coal.

yeah, but by the time of oil, many of the tiles will have buildings on them, I guess ca. 25-30% of your empire - so I don't think they will go this way... but then, who knows...
 
To be honest, I wouldn't be bothered by resources popping under districts. It would be another decision to make: is it worth it to destroy this developed district to get 6 Oil? I think Civilization is too static as it is. Wonders always persist, most cities do, too. Some good old fashioned destruction in the name of progress wouldn't be that bad.
 
The easiest solution is for the resource to be automatically "worked" by any district placed on top.
Just like Cities on top of resources work in Civ V.

I'm not sure if we are going to be able to "move" districts or rebuild them elsewhere while keeping the buildings. Having to rebuild the whole district and buildings from scratch would be problematic to say the least.

As many others have mentioned, maybe all resources are visible from turn 1. I'm not sure it makes much sense that sheep, but not horses, or Copper, but not Iron are visible from the start.

At the end of the day, the "resource revealed" mechanic is quite fun, and they could keep it by showing all tiles with resources, but having the type of resource hidden until you research the required tech. In other words - you see a "unkown resource" icon on a tile, so you know placing a district on top is probably not ideal.

We've seen/heard nothing about this, but it would solve the problem quite nicely IMO.
 
To be honest, I wouldn't be bothered by resources popping under districts. It would be another decision to make: is it worth it to destroy this developed district to get 6 Oil? I think Civilization is too static as it is. Wonders always persist, most cities do, too. Some good old fashioned destruction in the name of progress wouldn't be that bad.

I don't think the decision will be that good. In most cases you'll keep the district, but it will be not fun. And that's the worse thing which could happen with a game system.

As many others have mentioned, maybe all resources are visible from turn 1. I'm not sure it makes much sense that sheep, but not horses, or Copper, but not Iron are visible from the start.

Also, since all late-game resources are underground, its possible to indicate resource, but not indicate what kind of it. Like some strange ore here. Once you discover appropriate technologies, you reveal which is which.

That way you could avoid building districts and wonders on resources without revealing too much.
 
At the end of the day, the "resource revealed" mechanic is quite fun, and they could keep it by showing all tiles with resources, but having the type of resource hidden until you research the required tech. In other words - you see a "unkown resource" icon on a tile, so you know placing a district on top is probably not ideal.

Also, since all late-game resources are underground, its possible to indicate resource, but not indicate what kind of it. Like some strange ore here. Once you discover appropriate technologies, you reveal which is which.
That way you could avoid building districts and wonders on resources without revealing too much.

We are saying literally the same thing, word by word, right? :lol:
 
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