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I always loved Colonies and wondered why they were removed from Civ4 onwards. You can read about Colonies here: https://www.civfanatics.com/civ3/infocenter/#terrain
A city that gets you a strategic, or luxury, resource you would not otherwise have is not a "bad" city.
Doubly worse if it's like, just outside your borders and/or on the edge of a continent.
What are some real life examples of such resource outposts, which do not have a cultural population center in the relative proximity? I can think of scientific research stations, as in Antarctica, but no one's really pulling oil or uranium or whatever else out of there... yet. Other examples of which I can possibly imagine are the result of figurative trade deals or exploitation of the native populace which is actually an implied military occupation.
In the end, I'm guessing what you really are looking for is a conditional exception to the loyalty mechanism?
There's fishing areas being exploited all over the ocean far from land in international waters, much further than you can build fishing boats in Civ.
One obvious answer is no ability to produce anything at all besides extract the resource.
Well, to that I argue tiles give a disproportionate view of the amount of space they actually cover. A standard size map is about 82x54 hex grid for a total of about 4428 total hexes. This, divided into the surface area of Earth at roughly 197million square miles means each hex is roughly 44,490 square miles. Surface area of the entire gulf of Mexico is about 618,000 square miles, or in real life terms is about 14 hexes total in a rough enlongated oval. A city on the USA south coast, let's use New Orleans, extending 3 tiles cultural border in all directions is more than half of the gulf of Mexico. 50 miles is..well, nothing, all within the "first tile".
This isn't really an answer to me, though. It more begs the question. "I will do this so I have no ability to produce anything there," doesn't make sense.
I said it's a good idea, we don't need the justify the existence of the idea. I only wonder how it's somehow fundamentally different. I mean, even if you have a regular work force, a modicum of defense (or law enforcement) and all that comes with that (doctors, stores, restaurants, bank, i dunno, some leisure employees) you have what is essentially a population 1 city at or just under 1000 people. And those 1000 people don't even need to be along the same 5 sq miles of main street and a few side streets. Even if they "all live in the center tile", instead of spread amongst the 7 initial tiles, it's still 1 person per 44 square miles. (although people won't live in every section of square mileage of course, but still, that is the population density)
1860 map. https://en.wikipedia.org/wiki/Russian_America#/media/File:1860-russian-america.jpg
Imagine sending 5 settlers to coastal localities in a snowy expanse at far north latitude and buying all the land tiles around and between them, while they remain size 1 or 2 "cities". That's Russian America.
This current iteration of Civ doesn't generally allow the AI to just sell properties because it's a strategy too exploitable by human, but you see people do that sometimes in multiplayer.
I would point to the city of Malaca in peninsular Malaysia. At various times it was controlled by the Portugese, the Dutch, and finally the British. Batavia (current Jakarta) would be another example, and also the British colonies on Borneo. Tin and rubber were the critical resources in the Malaysian peninsula, and another reason for the colony of Malaca was control of the Straits of Malaca for the important spice trade from the Dutch East Indies.
Outside of SE Asia, Goa was a Portugese trading colony on the Indian east coast. The island of Zanzibar in current Tanzania would be an example in Africa. Modern S. Africa was at one point a Dutch colony.
During the period, colonies were often formed by companies under charter from their respective crowns. Think of the British and Dutch East Indies Companies. The colony gave a presence (and arguably a pretext) for stationing troops. These resource and trading colonies were extremely important during the 15th - 19th centuries.
An interesting argument can be made that the offshore processing centres in India and elsewhere are the 21st century equivalent of the 18th century colonies. Like the earlier versions, the Indian processing centres are segregated from the local population with separate access and infrastructure (power, water, telco, transport). The current resource is data, the new valuable resource for information economies.
EDIT: Improved grammar.
Are feitorias really what we're talking about? Maybe. That might be the strongest case for an example. Feitorias weren't built for "...a bit of oil like off the coast of a single poo snow tile..." though. (not that oil needs to be the exact case, but any case) They were built where there were already native populations collecting and consuming the resource, and facilitating free trade. It seems to me the op refers to places where there are no previous claims to territory and the expressed purpose is to collect an adjacent resource. As in, sending a builder to "some place", constructing an oil platform, which isn't within player's cultural border, nor a product of international trade or other dealing. As it stands, with the appropriate tech, you can improve tiles within an allied city state territory, thus receiving the benefits. (i.e. at plastics send builder to coastal city state of which you are suzerain, build offshore oil rig, gain benefit of 1 oil)