
In this picture I’m routing all material resources directly into a small industrial zone for processing. Do yourself a favor and think about this before you start placing down buildings. The important part is to think about the material flows in your district to minimize the amount of back-and-forth travel done by the beavers. This is by no means a perfect layout but I wanted to show that I’m utilizing a large amount of flat real-estate using an irrigation canal, and I have covered this in platforms that can be used as roads. This image shows the way I chose to layout my farming area in my new District. Connect the new DC to the road network.See how many adult and children beavers the district currently has, and type that in the box.Click on your original District Center.Place the new District Center where you want it.Make sure you’re not reliant on the starting resources stored in your original District Center.How to move a DC when you’re ready to do that: You must first create a water source, food source, and storage in your original District. Do not delete your DC while you still rely on these resources. When just starting a game, you have starting resources to act as training wheels to get your industry rolling.I wanted to briefly go over this before going on to more advanced stuff, because even moving a DC can entail some intricate dilemmas. See the following chapters to learn how to manage the flow of materials and Beavers between Districts.And connect this gate to the main district DC. Connect the new DC to the gate, (using roads).Please note that the gate will decide the boundary between governing Districts. Both the DC and Gate can be found in the same category as roads. Place a District Gate between this and your main district.But still within reach of the desired resources and farmable land. DC buildings are free and instant! I recommend placing this strategically so that it doesn’t take up valuable real-estate.


Place a new District Center in the region you want to populate.
