Hey man, I'm just a Civ nerd like everyone else again.
- Jon
Very cool that you're here as a speculating civ geek like the rest of us!
Now that I've got the fanboy bit out of the way...
Regarding this thread's topic, I'm not too worried about "over urbanization" because of 2 reasons:
A) Building districts will come at the expense of tiles' other potential yields (typically: food, gold, production, luxuries). You still need all those things. You may not need all of them in each city, but - taking food as an example - for every city that doesn't produce enough for itself, you need another city to do the producing, thereby sacrificing its potential to build districts. i.e you can't go crazy plopping districts everywhere as there are basic needs that your Empire requires to function.
B) Although the - currently speculated - implementation of "districts" may not reflect reality exactly (cities don't tend to cluster buildings with similar functions neatly into their respective areas), we should be looking at it from an abstracted point of view.
I'm thinking of them as the cottages of Civ IV, but with specializations. e.g. an upgradeable "science" cottage, "military" cottage, "market" cottage, etc. That's looking at it purely from a game-play point of view. It's there to give players more tactical decisions to make, and justified by the need to "decentralise cities". That justification, as far as I can tell, comes from 2 things:
1) understanding that there are differences between heavily urbanised "tall" places in the world, as opposed to largely rural "wide" places in the world. This difference can be made graphically clearer through districts.
2) understanding that urban warfare is more than just marching into a city and taking the whole thing in one go.
I'm very interested in understanding more about this mechanic and how it will look in various play-throughs of Civ VI
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