I'm afraid I can't point you towards a guide, but for city planning it's not too hard. Whenever you want to build a district you simply put it at the spot that grants you the highest adjacency bonus or, for districts that don't have adjacency bonuses, at the worst tile the city has (like desert). That's enough to play decently, and you'll learn the details as you play, like which district is optimal (hint: it's almost always commercial hub) or wheter or to place it at this or at that +3 adjacency bonus tile.
 
Where is there a guide on just the new things from Civ 5? Oh and maybe a guide to planning cities, it's apparently much more complicated now.

http://civilization.wikia.com/wiki/Civilization_VI
http://civilization.wikia.com/wiki/District_(Civ6)
http://civilization.wikia.com/wiki/Wonder_(Civ6)

Planning cities in detail is complicated since it depends on individual factors :
- the victory type you go for
- the play-style : wide or tall (Wide profits more from culture + science per population, there are no per-city-penalties in Civ 6.)
- the available City States since CS can boost your districts
- the available terrain (map type)
- some civs have unique districts, district rules and/or improvements

Wonders now occupy a tile and require special terrain and/or adjacent districts.
District costs increase from 60 to 600 depending on your progress through tech-tree and civic-tree.
Settler and Worker costs increase with each unit. Trader costs increase with progress.
Adjacency boni for districts can be doubled via policy cards. (Additional Policy Card Slots are granted by certain Wonders like Big Ben.)

In general it is good to have a harbor or trade hub in each city to increase the number of traders.

You can use districts from neighbouring cities to push adjacency boni.
Example :
Germany's Hansa gets +2 per adjacent Commercial Hub and +1 per adjacent ressource. Commercial Hub gets +2 for being near a river and +2 per harbor.
You can place 3 cities with overlap in river terrain and then arrange 3 Hansa and 3 Commercial Hub next to each other to optimize the individual boni for each district, e.g. a Hansa surrounded by 3 Commercial Hubs gets +6, with the bonus policy card +12
The game does not help you with this since it shows you only the bonus of the district to place but not the changes in boni for already placed districts. You have to figure this out in your mind or you can draw a map.
You can also use markers in game to mark tiles which might help.

Industrial and Entertainment District allow high level buildings which provide bonus to all city centers in 6 tile range.
Depending on the distance between your cities, you can place one each of these districts to supply 3-7 cities with bonus production and amenities.
(If you play Germany and/or have high boni from industrial CS, you may still want to build Industrial Districts in every city.)

Settling cities close allows for cheaper purchase of tiles since Gold costs for tile purchase in Civ 6 increase with progress and distance (+50% for 3rd ring), not the number of tiles purchased. The game seems to first take 2nd ring tiles and then 3rd ring when expanding via culture. Settling in distance of 3-4 tiles means you have mostly 1st and 2nd ring tiles inside your empire.
 
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How do you identify a captured city state... other than searching all the city names in the civilopedia.

Yet another Quality of Life feature that Civ 5 had and 6 is missing.
 
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You'll get to know the names in just a few playthroughs, but I don't think that there's any direct way. Often the name also stands out between other names.
 
You always get the pantheon bonuses from your pantheon in all your cities. There is no "when" for pantheon. If you forgot what your pantheon is, go to the "my religion" screen.
 
The Democracy government does exactly what is says, 50% cheaper to buy great people with gold, 30% bonus yield from district projects.
Pretty underwhelming effects honestly, unless you are swimming in gold.

You might be better of with Communism for space race.
 
Where is there a guide on just the new things from Civ 5? Oh and maybe a guide to planning cities, it's apparently much more complicated now.

I just noticed some videos on Youtube on Civ6-Mega-City-Planning and Civ6-Theory-Crafting.


Please keep in mind that some boni like Factory-Stacking in the Release Version were later nerfed/removed with one of the patches.
 
Will the +4 from Wars of Religion apply if I haven't founded a religion but my capital is converted? Or do you need to have founded a religion?
 
Where do polar barbarians get the wood to build caravels? Are they actually iceberg pirates?
 
Wait, what?
 
Is there a way to see ingame on which turn I promised not to settle near AI and when the promise ends or do you have to take notes?
 
Is there a way to see ingame on which turn I promised not to settle near AI and when the promise ends or do you have to take notes?
You'll get a notification when it completes and if you miss it you can check the diplomacy screen to see if you have your +3 kept promise bonus but I don't think there's a way to see how much time is remaining without taking note yourself, you could maybe use a map pin to do it in game.
 
The Democracy government does exactly what is says, 50% cheaper to buy great people with gold, 30% bonus yield from district projects.
Pretty underwhelming effects honestly, unless you are swimming in gold.

You might be better of with Communism for space race.

I often go Democracy mostly for my own personal ideology reasons, but yeah communism is better in many cases. Does anyone even build district projects in this game? I only do when I run out of stuff to build, and don't want to put down another district, but lately I always seem to have stuff I need to build. Those projects seem pretty crappy to me. Does anyone ever get any real benefit from them?
 
It's there a forum thread or easy formula for how settling a city affects yields based on terrain/resources? Is it the same as civ 5? What about for housing? Rivers good, but what about on a resource/hill?
 
It's there a forum thread or easy formula for how settling a city affects yields based on terrain/resources? Is it the same as civ 5? What about for housing? Rivers good, but what about on a resource/hill?

When you settle a tile, that tile (now the city center) has the yields of the tile. If food is less than 2, it is increased to 2, if production is less than 1, it is increased to 1. Features like forests, however, are removed, so you will not get their bonuses. Resources, however, do not disappear, and are automatically connected - so if you put a city on a luxery resource you instantly have access to it.

Most "basic" tiles have the same yield of 2 food 1 production, but plains/hills has 2 food 2 production, and resources can give other bonuses. Settling on hills/spice/grassland, for example, would mean you start with 4 food 1 production, and settling on coal would mean a 4+ production start (but in that era it probably doesn't matter anymore).
 
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