District repair times are ABSURD in this game.

http://www.gamasutra.com/view/news/285887/Designing_Civilization_VIs_distinctive_districts_system.php

In this Gamasutra article (published 6 days ago), I copy out a paragraph that quotes Dennis Shirk (Civilization 6’s lead producer at Firaxis):

And Shirk makes it clear that positioning your districts has other strategic and military consequences. “Districts and their buildings can be pillaged, and grant a yield based on the district type. Pillaging a campus yields science, for example. Depending how many buildings are present, it can take multiple turns (one turn per building, and one for the district base).”

Now here, the quote (emphasis mine) implies that everything should only take 1 turn each to repair, including the base district. I wonder if he is misquoted, or if the game mechanics changed since that interview, or if the game is just bugged and have the wrong repair values.

Because taking 1 turn to repair each building and district seems entirely reasonable to me. When an enemy spy successfully wrecked my Industrial district (in an Online speed multiplayer game, small map), I had to use 3 turns total to repair the base district, then the factory, then the power plant, in that order, using 1 turn each. This was while I was trying to build the Spaceport. But I also remember in an single player King game on Standard map, one of my cities required 16 turns to repair a single pillaged Harbor with no buildings in it (thanks to a Barbarian Frigate), and that is just ridiculous.

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