Districts and other random things You want to know

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 :goodjob:
 
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 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.

I agree. Do I smash this district or do I simply conquer that oil-rich city-state. Another choice.
 
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 forgot about that one.

Oh well - that throws our theory out the window @stealth_nsk

I still think you will have access to the resource like in Civ V (but loose the chance to create an improvment on it), but we'll see.

In any case, this creates a big problem for end-game resources, since rebuilding your already full campus district elsewhere seems troublesome.

Unless there is some sort of "teleport district" thingy going on in Civ VI either with cash or production...
 
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".
 
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".

Agreed:

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?
 
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.
 
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.

I really hope we'll have at least the same demo on E3 so such things will be clarified.
 
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. But i see your point and Its probably the best solution to let the district automatically give the resource.

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.

But, hoepfully moving a district is possible. I think id want tk move them witbout having to completely rebuild it every time.

Edit: i do like the idea of "seeing" theres an unknown resourcr on the tile.


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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.

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The paragraphs of your post answer each other :)

Improvements have their own bonuses and you need to chose between improvement and district on the resource, similar to other tiles. There are 2 variants possible:
- Resource improvements have bonuses of the same scale as other improvements and thus you don't need to bother yourself with resources while planning districts/wonders.
- Resource improvements give more than regular resources and thus players will avoid building districts/wonders on resources of possible.

I'm not totally sure which option will give better strategic options, only deep playtesting with other features in mind could tell. Both are ok for me.
 
You could also just raise availability of resources. I don't mean cluttering the map with it but make at least the vital ones more "common".

Also I'm with the "decide" group here: If the resource is below a district: Well, bad luck - go ahead and decide wether it's worth to readjust or keep it in the grounds... Since there're 36 hexes in a city-cross and you can only build 3 districts to me it's an acceptable risk...
In this case it must be clear, that AI is not cheating on this issue, knowing where the ressources are before it should - that would be very bad and the Human Player would feel sort of betrayed...

To me having the resource available through a district is the worst solution - feels very gamey to me and the gamecrate author is right: it would make church services awkward at the very least
- except you are worhipping Kali (Indiana Jones, anyone?)
 
I think wonders should provide the resource or you are punished for not knowing the resource was there as I think they can't be demolished. Districts at least can be rebuilt. If they provide the resource then you put a district there if it's a good place for a district, put a district there. If not - build an improvement.

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.)
 
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.)

I generally like that idea but it makes "district lottery" even more of a problem. Imagine having uranium below a well developed culture district right next to a science district. I would freak out! [pissed]
 
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.
 
Wait, what? when?

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) :)
 
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?

I checked Quill's video the part about districts (part 1 between minute 12 and 17) and he doesn't mention anything like that. The only thing he does say is that once you click on a district the overview shows exclamation marks on tiles with improvements on it. But that means that if you build the district on that particular tile the improvement on it will be destroyed.

Besides it would be a bad thing if strategic resources would disappearing from the game. It would make some strategic resource very scarce. Furthermore in civ5 once you had a city placed on a resource it was automatically "improved" and available to you. Similar mechanic would work out the best. One such mechanic is mentioned below.

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.

This idea I definitly like the most until now. But I am curious how the art of for example a cultural district on top of iron with the required building for it could be done appropriatly. A mine in a cultural district next to dinosaur bones would be weird. Still I hope that this idea will be adapted in a proper way.
 
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) :)

The warning for forest is probably that it will be chopped down, so that a future lumber mill will not be possible. Also it could be a warning regarding other districts which get bonuses from adjacent forest tiles, which is not the case in the video of course.
 
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