Plus Ultra
Conquistador
I just meant "unknown resource" is a bit beyond immersion if it includes both horses and oil, so I'd use it for underground resources only.
Gotcha, that makes sense

I just meant "unknown resource" is a bit beyond immersion if it includes both horses and oil, so I'd use it for underground resources only.
In my playthrough I was all set to construct a religious district next to the Great Barrier Reef, to reap the generous faith boost that would come from being adjacent to it, but the discovery of iron on that tile threw me for a loop. You can't have a mine in the middle of your temple (it would make church services awkward at the very least) so I needed to decide which resource I valued more: faith or iron? These are the kinds of interesting decisions that would occasionally crop up in past Civilization games, but Civ VI looks designed specifically to generate them.
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.
in this article: http://www.gamecrate.com/hands-civi...osevelt-ditches-workers-and-feels-great/13642 he said he found iron under a holy site and had to decide whether to destroy it or not have the iron:
in this article: http://www.gamecrate.com/hands-civi...osevelt-ditches-workers-and-feels-great/13642 he said he found iron under a holy site and had to decide whether to destroy it or not have the iron:
I've read it differently. The player wanted to build district for faith bonuses, but discovered iron, so he needed to choose whether build mine or district. It's totally possible the district actually gives access to the resource, but the player didn't know about this.
The only thing which this rules out is our idea of "unknown resource".
Okay, we still don't know if building the district would prevent using the iron (they thought it would) and if the district was already built it might have been a problem. Too bad he could not wait a few turn before discovering the iron...
I do think it rules out the 'unknown resource' though - otherwise he would have known from the beginning that there is _something_ on the site.
Awwww but i always hated missing out on the production/ food and other bonuses from building the improvements. But i see your point and Its probably the best solution to let the district automatically give the resource.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.
Awwww but i always hated missing out on the production/ food and other bonuses from building the improvements.
Plus i see a (admittedly small) problem with your solution. Why would anyone bother creating the resource improvement when you can always just build a district on the tile.
Sent from my LG-H850 using Tapatalk
Another option is that some districts improve resources. (like military and industrial yes, but not religious or cultural). Or maybe some districts improve some resources (maybe a campus can have a lab that improve uranium and a production\military can have a forge for iron and entertainment with a circus will give you access to the horses on the tile etc.)
well, in the Quill's video it's shown that if you place a district on a resource it will be destroyed.
Wait, what? when?
well, in the Quill's video it's shown that if you place a district on a resource it will be destroyed, so you can't use resources with districts. One solution would be to simply not let the resource appear on a tile with a district, I wonder why did nobody think about it?
Lots of interesting ideas here. Another solution could be a building that extracts the resource, and not a tile improvement, but you get less of the resource. Or if they decide to include building maintenance, I would make building extraction cost a lot like the recycling center.
https://youtu.be/qp5ZZdNeaes?t=1m52s at this very moment we see small red warning about improvement being replaced with the campus... but the tile below is unimproved stone. However, as far as we know, stone isn't a strategical or luxury resource, so the warning is likely just "hey, there's a resource here, you could get more from building improvement" than info about it being removed.
EDIT: Better look at 1:54
Interesting thing - it has warning about forest too OR there's undiscovered resource underneath (unlikely)![]()