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- Receives a Standard bonus (+1) to Production yield for each adjacent Mine or a Quarry, and a Minor bonus (+½) for each adjacent district tile.
- +1 Great Engineer point per turn.
- Lowers the Appeal of nearby tiles.
- Effect of some Buildings (Factory, Power Plant) extends to other cities whose City Centers are within 6 tiles of the Zone, but effects of multiple factories or power plants do not stack.
- Specialists provide +2 Production each
The following buildings can be constructed in an Industrial Zone:
The Industrial Zone is one of the most important districts and probably the most important one. Its adjacency bonus is easy to activate (there are tons of opportunities to build Mines and Quarries in the game), and is an important source of Production early to mid game. And Production is the most important resource in Civilization VI. As with previous installments, Production is the basis for war potential, for city development, for wonder building and for space race -- just about everything. In Civilization VI, Production is even more important because city size is limited by Housing in early to mid game and as a result the importance of Food is greatly reduced compared to Civilization V.
Adjacency Bonus Edit
Due to the prevalence of adjacency bonus, it is important to surround your Industrial Zones with Mines and Quarries (with exception of Germany). Seek a hilly terrain, or a cluster of minable Resources, and plan your Industrial Zone next to them. As a rule of thumb, +3 Production should be achieved and +2 Production should be a minimum. Use Map Pins to plan ahead. If a city has mostly flat tiles, the priority of its Industrial Zone can be lower than its Commercial Hub or Harbor, since a Trade Route may provide a greater amount of Production instead.
Caution should also be taken into consideration when planning an Industrial Zone, as they will lower the Appeal of surrounding tiles. As such, it is recommended to keep them away from National Parks and avoid building Neighborhoods near them.
Area Effect Buildings Edit
As with the Entertainment Complex, the second and third buildings of Industrial Zone can extend their effects to all cities within 6 tiles. As of the Winter Update of 2016, the area effects of multiple buildings of the same type no longer stack. Nevertheless, the area effect of Factory and Power Plant means only one city needs to construct these two buildings among a city cluster, proper use of which saves you valuable production turns. If you have multiple otherwise equivalent locations for an Industrial Zone of a centrally located city or an early city (you are more able to quickly construct higher tier buildings in older cities), try to pick the spot that maximizes the future coverage of its Factory and Power Plant. Factory is also a major way old cities can help new cities. However, remember that even though higher-tier buildings may not provide their Production bonus (due to another regional building already providing it), they will still provide Citizen slots for additional Production and Great Person points. You will have to decide on a case-by-case basis whether it will be worth the effort to spend the number of turns necessary to build them, or you can build something more useful instead.
Great Engineer Nikola Tesla can extend the effect of one Industrial Zone by 3 tiles while increasing the Production bonus of each of its buildings by 2. This is one of the best Great Engineers. However, due to the random nature of Great People, it is usually difficult to plan with Nikola Tesla in mind.
Choice of Industrial Zone Location Edit
Things to consider (in order of importance):
- Adjacency bonus
- Area effect (for central or old cities)
- Obstruction of future farming triangles and diamonds
- Conditions of certain valuable Wonders
An industrial zone (sometimes euphemistically termed an industrial "park") is where the "heavy weight" manufacturing and shipping takes place in modern civilization. Long before the Industrial Revolution, it was common to locate the most noisy, odoriferous, and dangerous workshops – the tanners, smelters, slaughterhouses, etc. – outside the city walls. No one wanted to live near those. Inevitably, heavy transport evolved to carry raw materials in and finished products out of these districts; today industrial zones are nexus for highways, railroads, airports, and seaports. The infrastructure grew with the zones: warehouses, power plants, water towers, pipelines, and communications networks. And the industrial zones kept growing as industry grew; Upgrader Alley outside Edmonton, for instance, covers 318 square kilometers (some 123 square miles).