Do you have to work the district tiles?

noontide

Warlord
Joined
Dec 17, 2007
Messages
267
I'm a bit confused about whether the district tiles need to be worked on. And what's are those two numbers next to each district in the in-city screen? thanks.
 
No, the districts act like "mini-cities" providing bonuses based on what's around them and the building built inside of them. They eliminate any yields that the tile it occupies used to have, but they're worth the missing +2 food +1 production type yields because the buildings add great bonuses.
 
Districts house specialists if you desire them. 1 specialist of the appropriate type per building you make in the district.
 
two numbers are used and total available specialists. So if's 3 and 3, it means you're using all 3 of the available 3 specialists for that district
 
Soon as I have spare, I always slap a commercial district market specialist for more goldz in satellite cities, +4 gold not so bad.
Other special buildings are kind of weak to stuff specialist into.
 
The numbers just represent how many citizens you can work in the district, which is effectively Civ VI's equivalent of specialist slots... which currently feel a bit underpowered to me tbh. Working districts is generally only worth it if you've run out of good tiles to work for the city, or maybe if it's housing capped and thus the food tiles are currently more or less useless
 
I'm a little confused about this as well - If there's no citizens working the district tile on the Manage Tiles screen of the city - Does that mean you get none of the benefits of the distrcit?
I've been putting my population to work on these tiles over say, a quarry or pasture. Is this incorrect?

I realize that this is a pretty dumb question but I've made myself even more confused by overthinking it
 
If you look at workshops in the civlopedia it's listed as giving +2 production and has a citizen slot. These are two separate things, the +2 production (and the gpp incidentally) is a passive yield that doesn't need to be worked. If you do work the citizen slot he earns +2 production. All the industrial specialists give +2 production, all the encampment specialists give +1 production +1 culture and so on.

Edit: The adjacency bonus is a passive yield too by the way.
 
I find specialists pretty confusing too. The UI fails to explain yields from district squares in the city view, so i can't see the output with or without specialists, and the civ'pedia is very vague.

If you look at workshops in the civlopedia it's listed as giving +2 production and has a citizen slot. These are two separate things, the +2 production (and the gpp incidentally) is a passive yield that doesn't need to be worked. If you do work the citizen slot he earns +2 production. All the industrial specialists give +2 production, all the encampment specialists give +1 production +1 culture and so on.

Edit: The adjacency bonus is a passive yield too by the way.

Don't specialists also generate relevant GPP as well as a district type dependent yield? And surely the yield should increase with added district buildings, let alone adjacency? I don't even know to find that kind of info with this UI...

This is another of the areas either pared down from civ 5, which i imagine might be revisited in an expansion pack or patch.
 
No, Specialists only generate the Flat Yields that are displayed in the UI, they don't increase a districts output, they are not required to get the output of the district, and they don't generate Points towards Great People.

Overall, Specialists are pretty terrible, and more an "Okay, this city is done growing."-option than anything else.

To be fair though, make the yields too high and they'll become an "Use always!"-option like with Scientists in Civ V, that was also terribly boring design.
 
No, Specialists only generate the Flat Yields that are displayed in the UI, they don't increase a districts output, they are not required to get the output of the district, and they don't generate Points towards Great People.

Overall, Specialists are pretty terrible, and more an "Okay, this city is done growing."-option than anything else.

To be fair though, make the yields too high and they'll become an "Use always!"-option like with Scientists in Civ V, that was also terribly boring design.

So basically, somewhat useful specialists went from Civ 5



into totally useless in civ 6

 
You can always mouse over any tile (at least when in the citizen panel, maybe always) and the tool tip will show district yield and separately the citizen yield (if any are being worked).

If your city is growth limited by amenities or housing getting up to +6 production is not a bad deal for working the industrial district.
 
Top Bottom