Districts and other random things You want to know

yes, the video is not unambiguous about this point, but I think they wouldn't use a warning sign on a resource if you could use with a district, because it must mean the same thing as the sign on improvement. Also, in terms of district placing, there might be no difference between strategic/ non-strategic resources, since districts are nothing more than improvements built by cities. So I think there's more evidence against using resources with districts than for it.
 
Another possible solution would be for the game to only place the resources when they are revealed to each civ in order to avoid placing them underneath districts. Or, if they must be placed on map creation, to move them to the nearest tile which meets the resource placement requirements.

Yes, I was thinking about this idea too. But consider when the AI didn't have the tech yet and you do. Then you would either not able to see resources in other civs tiles or you would see them at the spot created at start. But once the AI researches the appropriate tech and he has a district on it then the resource relocates to the nearest appropriate tile. This would be really weird.
Think of the situation that you don't have the resource and do see it in a city A. You plan an attack on that city and in the middle of the assault the civ researches the tech for uncovering that resource and thus relocates to the nearest appropriate tile, which could be in the cultural borders of another city B. So your assault on city A for the resource would become meaningless. So this idea would make it to much of a mess from esthetic point of view and from strategic point of view.
 
Although I suppose selling all the buildings + district and then buying them again should not be a serious problem if such a thing happens. You may lose some bonuses and it will cost.
 
I doubt the district can use resources, because unlike GP improvements from Civ V, you can rebuild a district with nothing more than production*

*the exception is if GPs can only settle in districts...I would see that as likely...In that case, putting a GP imrovement in a district Should give access
(The same question applies to Wonders since they take tiles now, what if I find Iron under the Pyramids?)

So my theory is Wonders, and GP improvements (which I think will be in districts) will give access to Strategic/hidden resources underneath. Regular districts will not.

(Also, who said a city can only have 3 districts????)
 
(Also, who said a city can only have 3 districts????)
It was mentioned in several videos and articles AFAIK - It was always 3 out of 12 you couldn't build all district-types in one city...

Seek said:
Another possible solution would be for the game to only place the resources when they are revealed to each civ in order to avoid placing them underneath districts. Or, if they must be placed on map creation, to move them to the nearest tile which meets the resource placement requirements.

I wouldn't like this solution. So far the map was set at the beginning of the game, which is the right way to do, IMO.
Moving once-set features while playing sound extremely gamey to me...

What's wrong about dealing with the problem like in RL - There are resources under your city/district - Well, think about what is more important to you?

I agree the whole district thing stirs things up here because you used to get the resources below the city-tile in the former iterations. If you think it through you could refrain from doing that - But compared to the city center you CAN move districts to another tile.
I'm completely in opposition of having Wonders giving resources maybe set on their tile. Wonders already give high bonusses so if it really will be the case you find a resource below one of them (which I highly doubt will be a regular incident) then so be it...
 
AFAIK there's no restriction for the number of district types you can place in a city, you will simply run out of place for other things if you build all 12.
 
Another potential solution would just be to make strategic resource improvements and districts separate, allowing you to build an oil well and a campus on the same tile if necessary.
 
It was mentioned in several videos and articles AFAIK - It was always 3 out of 12 you couldn't build all district-types in one city...

We have 12 different kinds of districts you can place around your city. They require a certain amount of population, so you are going to have to make choices about what kind of districts to build based on what resources you have available.”
-Ed Beach

Source: http://www.idigitaltimes.com/civ-6-...s-outside-your-city-game-specific-tech-533307

As far as I know no "hard" limit exists on the amount of districts per City.
 
If we're to draw inspiration from real life examples, it seems that the settlers, who founded a small town called Los Angeles in California, unknowingly settled right on what appeared to be an "oil resource". With quite a few units of it. The town boomed and turned into a major metropolis. And it appears, that the oil industry continues to thrive there – you can find oil pumps almost everywhere, in peoples' backyards, residential districts, leisure districts, right next to Beverly Hills High School, etc. Some are in plain view, others - cleverly disguised or camouflaged. I guess, if you really put an effort looking for pumpjacks, probably you'll find one or two hidden under some church, generating some additional faith ;)
Here is a very short, but well illustrated article from The Atlantic:
The Urban Oil Fields of Los Angeles

So yes, the city and/or it's districts not only gives access to/gets the strategic resource underneath it, but also the production/commercial bonus an oil derrick improvement would give. Therefore it could be safely argued, that a city and at least some of its districts placed on oil should give both: the resource and its associated bonuses :)

To tell the truth, I don't know, if the same argument could be maintained, for example, in the case of uranium. Probably, the city should even suffer some "unhappiness" or "unhealthiness" or whatever modifiers, if founded upon uranium, even if without knowing it at first. And probably only industrial district should give access to it, no question about residential, science or faith districts. Well, unless later you pick up some ideology, which involves some sort of "Great and Very Dear Leader“.:crazyeye:
 
Yes, I was thinking about this idea too. But consider when the AI didn't have the tech yet and you do. Then you would either not able to see resources in other civs tiles or you would see them at the spot created at start. But once the AI researches the appropriate tech and he has a district on it then the resource relocates to the nearest appropriate tile. This would be really weird.
Think of the situation that you don't have the resource and do see it in a city A. You plan an attack on that city and in the middle of the assault the civ researches the tech for uncovering that resource and thus relocates to the nearest appropriate tile, which could be in the cultural borders of another city B. So your assault on city A for the resource would become meaningless. So this idea would make it to much of a mess from esthetic point of view and from strategic point of view.

Good points, perhaps what would be better is if the resources are placed when the first civ researches the resource, so you'd see a district covering it only very occasionally.

I wouldn't like this solution. So far the map was set at the beginning of the game, which is the right way to do, IMO.
Moving once-set features while playing sound extremely gamey to me...

Well it would happen "under the hood" so you wouldn't see resources moving or anything like that - I agree that would be gamey.

--

Additionally, I would like to see the game encourage/reward leaving tiles unimproved in some way (mid-late game National Preserve building that benefits from them, perhaps, or maybe it's worked into the currently undisclosed appeal system). There are vast swathes of land which are so slightly inhabited that from a civ perspective they would be "unimproved tiles" - it would add to the aesthetic of the map and leave space for future resource placement.
 
Another possible solution would be for the game to only place the resources when they are revealed to each civ in order to avoid placing them underneath districts.

I was thinking along these lines too, somewhat inspired by Beyond Earth's Weather Controller and Orbital Fabricator. But you still run into issues with this.

I was also thinking of not revealing them all at once, and instead, you discover them periodically within a wide radius of your own territory, once you're able to see them. But there's a ceiling value that can't be passed for the total map, and ripple values control placement density so they all can't clump up too much in an area.

- - - - - -

Another simple solution may be to just have them revealed all the time, but you can't improve them until you have the right tech. But, that really hurts the whole "discovery" aspect of them.

- - - - - -

Another idea could be to have each strategic mass-revealed at certain turns/dates, and not by completed a tech. Also, they're not pre-placed during map creation, so it looks at the current map and places them, avoiding districts and wonders (perhaps they don't avoid normal improvements, since they're easily replaced).

Maybe horses start out revealed, and soon around the Classical period, iron is revealed to everyone. Once the turns hit where the industrial era should land on average, oil is revealed everywhere (well, "placed" rather. But to the player, it would seem like they're simply revealed). Some civs may not be able to improve them yet, but they'll at least see what the more advanced civs are utilizing. This method is somewhat like the one above where you simply have all of them revealed, but maintains the discovery/adaptation aspect.

Maybe to spice things up, there can be "trickle" placements, a random number of turns later after the big "reveal" which don't happen very often, but surprise players with a few addtional placements of a strategic throughout the map. So, boom, oil pops up everywhere around a certain turn range (maybe the first civ hitting the industrial era also factors in and adjusts the turn range) and is placed throughout the map... maybe 20 turns go by and "pop" another is placed on the map. Maybe a civ just got lucky and its strategy changes to take advantage of that additional resource. Another 30 or so turns go by, and another oil pops up somewhere, and so on...
 
Yes, I think so. What bothers me is the word "after" in tweet. Could it mean what if you discover resource before it's not connected? Different mechanics depending on whether you discover resource tech before or after?

Maybe, but the question was specifically asking about the "after" situation, so maybe that's why "after" was used in the tweet.
 
Just as another note.
It's not inconceivable to move a district.
College campuses and labs and churches move all of the time from one building to another location.
I think it would not be too gamey to have all of the buildings appear in the new district once the original is destroyed and a second one built.
I know in RL a district covers a huge area but this is Civ.
 
If we're to draw inspiration from real life examples, it seems that the settlers, who founded a small town called Los Angeles in California, unknowingly settled right on what appeared to be an "oil resource". With quite a few units of it. The town boomed and turned into a major metropolis. And it appears, that the oil industry continues to thrive there – you can find oil pumps almost everywhere, in peoples' backyards, residential districts, leisure districts, right next to Beverly Hills High School, etc. Some are in plain view, others - cleverly disguised or camouflaged. I guess, if you really put an effort looking for pumpjacks, probably you'll find one or two hidden under some church, generating some additional faith ;)
Here is a very short, but well illustrated article from The Atlantic:
The Urban Oil Fields of Los Angeles

I think that's a good point on oil being able to be extracted underneath development. But two things: not all oil is deep underground (see Canada's tar sands), and other resources are not so kind, such as coal (which is anything but easy to mine cleanly, especially early on.)


It's also not unprecedented for towns to be moved for resources or projects, not to mention natural disasters. The first two I knew about as I grew up in the upper midwest, then a more recent example I found.
- Hibbing, MN was moved a couple of miles due to iron ore mining. The town burgeoned due to said iron ore, but unfortunately the relatively unadvanced surveying techniques missed that the town itself was sitting on a rich deposit, and so they moved it.
- Literally named New Town, ND was built as a replacement for Sanish and Van Hook when Garrison Dam was built and created Lake Sakakawea (the third-largest man-made lake in the US.)
- Kiruna, Sweden is in the middle of a long process of moving the entire city due to mining over the years collapsing the ground near the city. (I found this via google search, coming up this article w/ 6 examples, including Kiruna and Hibbing.)

Given that districts are probably meant to model surrounding towns in the region rather than the core city itself, I think it would be sensible if they required that you need to move districts for a cost that differed based on size of the district and over the ages increased a bit. Then you would be forced to decide whether it was worth the cost or if you could source alternative sources. (Save for maybe oil, which could automatically be accessed. Or maybe an improvement still needs to be built, but you don't get the production bonus? dunno)

One other tidbit, I did a tour of the gold mines north of Vancouver a couple years back, and they mentioned that there was a sizable gold deposit even closer to the city of Vancouver than the mine itself, like right next to the suburbs, and certainly could be retrieved if the economics worked out. But given that the aforementioned mine was shut down due to gold mining being cheaper in other countries, it isn't in anyone's plans to retrieve it anytime soon. (They said that the shuttered mine also had a good bit more dense deposits remaining than even like the African mines in operation, it was just the untapped one closer to Vancouver was of even better quality than what was left in the mine further north.)
 
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