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Districts really aren't that complicated. You can basically play in two main ways:
1. Independent districts: When you want to establish a new district, find the reach of your original district (click the District Center and see how far the green-yellow-red path lines end). Place a bunch of storage buildings for timber, water and other stuff near the end of the original district's reach, prioritize those buildings so that they get filled with material. Then, cut off the path just before them, place a district gate and plop a new District center nearby. Migrate 2-4 beavers there -- they now have enough water and food to survive for 10+ days, until they can establish all the necessary industries (Water pump, some farm, forester). Then migrate few more beavers, and they will be self-sufficient with regards to water and food, and slowly expand just like your original district.
2. Learn how the Distribution Centers and Drop Off points: You place the big tent building in the SOURCE district, and establish "Routes" for one or more types of goods towards a drop off point. This way, you can feed a new district with food and water until they become self-reliant. With Distrib Centers and Drop Off points, it's useful to set up the limits, although the default values work reasonably well. I would definitely suggest setting the LOW limits on the SOURCE district to 500 for Water, Carrots/Berries and Timber, 200 for Planks and some better food, and 50 on everything else. On the TARGET district, you set the HIGH limits to 300 for water and timber, 200 for planks and food, and leave 100 for everything else.
Districts were implemented to reduce the complexity of pathfinding; without them, the game would slow down to a crawl much sooner. So it's not some sort of "Game design" decision, but rather "How do we make the game work?" decision :-)
They also had the beavers follow the set paths better, which directly improved pathfinding.
Another change was the path instantly built instead of needing to be built. Again, it helped with pathfinding.
However, it's interesting that the Devs implemented Districts to improve performance and eliminate their issues with pathfinding. I remember other much older city builders (such as The Settlers II, which I loved when I was a kid), which had similar game mechanics and did not have any performance issues. And the machines we had back then were so much slower than today. Did not think that this could be an issue on modern hardware...
But anyway, aside from the District management, the game is great and I really enjoy it, so I won't complain too much about this single aspect of an otherwise awesome game ;)
FYI: you can move your starter district building as you play. So you can slowly migrate toward the mine, and that would work, if you planned ahead to do that and built toward the mine and not away from it (exception for water early game).
on most large maps you can build a metal gather flax at max pathing range of the start location, and then have the metal be in the max range of the flag. but usually the unlimited metal location will be out of range of your initial district. easiest way to fix that is just to edit the map and place a underground ruins where you want it.
What bothers me is the locations of the metal deposits (a.k.a ruins) on the various maps. While it is true that humans can build anywhere, why would they put buildings on the top of a tall butte, without access to water? One would think the ruins would be closer to the rivers.
Pathfinding when everything is on path rails and actors don't interact with each other should be trivial if done correctly. In this game, actors don't even normally change their mind en route, pathing can be precomputed between building entrances, pointing the way to the nearest other building for each possible next-task purpose.