,
At any rate, yes, if a city needs both Production and Housing but can build only 1 District, then the Encampment is clearly your man (or woman, if you're like Wash in Firefly). If, however, you have the space and slots for both a Neighborhood and a Factory, then the combined Production and Housing of those is better than the Encampment.
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It depends on how many unused tiles you have left, and what you can do with those tiles, and whether or not the city is already influenced by a factory.
Going back to my St. Pete's example... if I build an Industrial Zone, the best I will get is +2 cogs for the zone itself, and +2 for the workshop. Total of +4 cogs. Obviously, not worth it. I can get 5 cogs/2 food from a lumbermill there. But, the IZ can be worked. Twice I believe? For another +4 cogs? +8 total? So more production if I have the citizens, but only if I have the citizens.
But... let's say I make the encampment. With only 2 CS at +2 cogs in encampments, that is still +4 cogs (-4). Toss in the buildings. What is that? Another +6 or +7 (+2 or +3)? Plus the encampment can be worked for 1/2 the cogs of the IZ, right (+5)? Sorry, I'm not exact on these numbers. And this is assuming the city is covered by another factory/power plant. Then you throw in the housing. So another district can be worked, or maybe even an IZ built (again, depending on if I have enough citizens to work it x2, otherwise go with the +6 cog lumbermill).
So given the circumstances, the encampment is a bigger production increase than the IZ.
Note that I *could* still put down another neighborhood, but the encampment would still net me more cogs. Unless a factory and powerplant allow 4 citizens at 4 cogs each or something like that. That, I haven't checked.
At any rate... nobody is building these things in order to win. There are a number of reasons to build them, but simply to win is not one of them. The only way to lose in VI is the early zerg, and unless you get a hyper unlucky start, just building 2 warriors and a ranged bang-bang-bang will insure your survival. No, these are built because they assist your playstyle. And while it is entirely possible that you are so obtuse that you are building these thinking they are enhancing your playstyle while in fact they are frustrating it, it is more likely than not that if you think they are enhancing your playstyle, than they are.
I've seeing the choice as: I can get out 6 tanks over x amount of turns, or 5. Guess I'll go with 6. Why not. And even then, I haven't done the math. Maybe it would be the same number of turns. Do extra cogs carry over? They do from chopping, what about excess from non-chopping? If so, maybe I'll get 1 extra tank every 5,000 turns. I dunno. But when I look at the city screen, seeing +72 production vs. +67
matters.
nother edit: On a side note, I have one pathetic lake tile. Seeing as how my lumbermills are so fat, I may put a harbor on that one lake tile instead of using my last district for an IZ. I figure with Great Zimbawubba the trade route alone is worth it. Yes... you guessed it... with Muscat AND Zimba, I am getting @+28 gold per route just from the wonder, and +1 amenity per commercial district (with a large enough empire, Muscat steamrolls Zanzibar - I think Zanzibar gives you +1 amenity in 6 or 8 cities, right? That's cute. Muscat can give you +1 amenity in 100 cities).
2nd 2nd edit: I figure, with +11 food from religion, each city can have a commercial hub no problem. So size 9 cities before additional amenities kick in (assuming zoo/coloseum). Bigger than 9, I can build an entertainment district and arena for another +6 housing, and net a district. Right? So should be able to recreate the USSR no problem.
Final edit: I also stumbled into Suzy of Stockholme. So now all my commercial hubs have +1 GMP. Between that and Dance of the Aurora, I now I have jeans, toys, and ... perfume? Is that right? Stockholme, Zimbabwe, and Muscat... a very good triad.