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The great Zimbabwe is a funny one...I agree with you, to a point.
However, you don't need a map. You have only one concern when placing a commerce district. "Can I build a great zimbabwe?" If milk, then set commerce 2 squares away with a flatland square in between.
Zimbabwe only helps you if you have a large number of bonus resources at your city. Otherwise, it provides nearly no net bonus for you. The reason I give the game a "pass" on this is because you have to have an ideal city with lots of bonus resources to even want to strive for it.
They are halfassedly made. Why ? Because they are not well Implemented in their Design.
Harbour and the Ocean is a good example. The Ocean is a Bread Busket for Costal Cities,
but in this Game its a Wasteland. The District could change that, but does not.
Maybe Mods will ?
Industrial is a District, but why not Mines or Quarrys ?
Farms should also be ones. If not Farms then something like a Well that gives Farms fresh Water for Farming in Deserts and so on.
Wounders should be made in Districts, thats why there are Districts. Maybe not the bigger ones like the Pyramids but the Oracle should be a District WW. Most WW are only smal Buildings which need to be Placed in Ditricts.
Districts should not have a 1per City restriction to encourage Specialization.
BTW: France does have Dozens of WW like Eifel Tower, Arc de Triumpf, Versailes and so on.
Most Nations do have lots of them.
And in this Game is Paris = France. There is no Country Side anymore, only Cities.
The problem I've noticed with all these complaint threads is that they approach Civ VI with a Civ V mindset. It's not the game that's wrong, it's the way you look at it that is. Forget about the way you played V and adopt and adapt a different gameplay style for VI. Just because it has 'Sid Meier's Civilization' in the title doesn't mean it will be a carbon copy of it's predecessors.
You spend as much damn time doing that than actually building anything *useful* :/
District Cheat Sheet [imgur.com]
The problem with that graphic is that THAT is your micromanagement for Civ 6. A separate document! If you're a super experienced player, you might have all this in your head. But that's not the point of the discussion.
The point is not that you can't learn Civ 6's districting system, the point is that it is a system that is invisible graphically to you as a player.
There are no GUI elements that show you that an adjacency bonus exists, ahead of actually trying to build a wonder or a district. So if you're okay with stuff working behind the scenes and understand it, that's fine, but the fact is there is no graphical way of planning a building strategy in this graphical strategy game.
It's not a bad mechanic, it's the graphic design of the mechanic that sucks. It'd be like making an RPG without a map and expecting modern gamers to keep a pen and paper handy and draw their own maps.
But I do feel they are poorly designed, like the encampment "MUST" be 2 hex's away.. why?? There's no reason why it can't be next to your city.
The bonus from putting a science district next to a mountain really isn't important, unless you can get a +3 or +5.. a few of those and the + stacking has some significance, otherwise you're just as good building them on tundra or desert tiles. Put them on land that you can't use anyway.
Also the continuing rising cost per district.. if it costs 200 production to produce one, then it should still cost 200 to produce the second, in fact, it should cost less to produce the second, given you have better knowledge of construction from building the first one.
Firaxis have made a Civ version that is essentially a consolised arcade version of the idea of civ. I play it purely as a combat game, I am now immune to the continual "you're a warmonger" ai spill. I am a warmonger, my religion is always called the warmongers, I don't bother with casus wars.. I just wipe out one civ after another. I don't make peace.. Then when I've had my fun I exit the game and restart a new map.
I play Civ the way I want to play it, not how the devs want me to.
This one's simple. Players (and the AI) must have the option to take on each bombardment position one at a time, if they choose. If they're allowed to be right next to each other that decreases the available hexes by a lot, and increases the more dangerous overlap areas.
Yeh it's called a fortification.. that's why they're made. To restrict attackers.. Should also be able to build a ring of them around a city.. then you'd need to take at least one of them out just to cap the city.. that would at least offer some challenge.
Building a ring would be a bit ridiculous.. but you certainly can get a few in at key spots like chokepoints with the assistance of mountains and coast.