Production is one of the main statistics in Civilization VI. It is required in order for cities to build units, buildings, districts, and Wonders and complete projects. As such it is as important as Food, since it determines the speed with which any city builds things.
Each thing a city may build costs a certain amount of Production points. In most cases the amounts are stable (i.e. the same thing costs the same amount of Production, regardless of what happens), but there are cases where Production costs scale up (notably this is the case with district costs). In all cases the game shows this production cost as a number of turns needed to complete the thing, but if you look more closely at the tooltips you can see the Production Point cost itself.
To produce anything, the city has to put it in its Production queue. Then, at the end of each turn, the city contributes its Production power to the project until it is finished. Under normal circumstances, this happens at the beginning of a turn (because the last contribution would have been at the end of the previous turn), but there are certain cases when a project may be finished in the middle of a turn thanks to an action you take (e.g. harvesting a resource or removing a terrain feature).
Projects (and units, buildings, or anything else that the city produces) may be left half-finished. Progress is not lost; it is simply stalled while the city turns its production facilities to something else. It may later be retaken from the point where it was abandoned.
There are many bonuses which may apply to certain types of building projects, but not to others. The most common case is city-state production contributions: Militaristic City-States aid unit production, but nothing else; Industrial City-States aid building, wonder, and project production, but not unit production. These special bonuses apply after the project is started, and thus you may see a discrepancy between the number of turns estimated to finish something, and the real number of turns it takes.
There are also many Policy Cards which affect Production, and again most of them only apply to certain kind of projects. Their Production boosts are taken into account in estimates, and thus you shouldn't see discrepancies.
Production is obtained from a wide range of sources. The first and most powerful is terrain and its resources, worked by Citizens. This is usually the very first source of Production for a new city - and for quite some time, the only one, apart from Policy Cards.
Terrain and its features grant base Production yields when worked. However, Production potential is found less often than Food, and consequently may be considered more valuable. Only one base terrain, Plains, has 1 Production potential, but two very common features add 1 Production to any base terrain: Hills and Woods. It is a common mistake to assume that Rainforest also gives Production yield, but in fact Rainforests are always found on Plains, and the 1 Production comes from that base terrain (despite the fact that Rainforests yield both Production and Food when cut down).
Many resources grant bonus Production yields, with Strategic Resources contributing the most. These are:
- Deer: +1 Production
- Stone: +1 Production
- Horses: +1 Production
- Niter: +1 Production
- Coal: +2 Production
- Oil: +3 Production
- Uranium: +2 Production
- Gypsum: +1 Production
- Ivory: +1 Production
Stone, Horses, Niter, Coal, Oil, Uranium, and Gypsum grant additional Production with their respective tile improvements.
The Mine is the only tile improvement that is specifically dedicated to boosting Production. It can be built both on resources and Hills of any kind, which makes it very versatile. Also, its Production bonuses are the best of any improvement, and become available the earliest:
- Quarry: +1 Production; +1 Production with Rocketry
- Camp: +1 Production with Mercantilism
- Pasture: +1 Production; +1 Production with Robotics
- Lumber Mill: +1 Production; +1 Production if adjacent to a River; +1 Production with Steel
- Oil Well: +2 Production
- Offshore Oil Rig: 2 Production
Districts and Buildings Edit
Next, the Industrial Zone district is focused entirely on Production: its adjacency bonuses, building yields and Specialists all increase Production. In addition, the Factory and the Power Plant extend their Production bonus to other cities within 6 tiles!
Other districts also aid Production, although this isn't their main focus. Encampment districts and their buildings grant Production yields, albeit smaller than those of the Industrial Zone. Also, Specialized Citizens there yields +1 Production each. The Harbor's Shipyard also grants bonus Production equal to the Gold adjacency bonus of its district. Finally, the Aerodrome's buildings both yield bonus Production.
As mentioned above, Industrial and Militaristic city-states grant up to +4 Production in every Industrial Zone/Encampment district (plus an additional +2 in the Capital), based on the number of Envoys assigned to that particular city-state.
Trade Routes Edit
Trade Routes are another common source of Production. Any domestic route contributes, but so does many international ones, as long as the destination city has Production-providing districts such as Encampments, Harbors, Commercial Hubs, and Industrial Zones. Trade Routes can significantly boost a city's Production and be the saving grace of cities built in plains with no resources to mine nearby. Coastal cities, too, often have troubles with Production, and could use Trade Routes to help.
Some religious beliefs grant respective Production bonuses, including:
- Monument to the Gods: +15% bonus Production to Ancient and Classical era Wonders
- Lady of the Reeds and Marshes: +1 Production from Marsh, Oasis, and Floodplains
- God of the Sea: +1 Production from Fishing Boats
- God of Craftsmen: +1 Production from Mines over strategic resources
- God of the Forge: +25% bonus Production towards Ancient and Classical era military units
- Work Ethic: +1% Production for each follower of this religion
- Chichen Itza: +1 bonus Production yield from all Rainforest tiles in this city
- Huey Teocalli: +1 Production for each Lake tile in your empire
- Petra: +1 bonus Production yield from all Desert tiles in this city
- Ruhr Valley: +30% bonus Production in this city; +1 Production for each Mine and Quarry in this city
There is also one natural wonder that provides Production:
- Hạ Long Bay: +1 Production
- Urban Planning: +1 Production in all cities
- Ilkum: +30% bonus Production towards Builders
- Agoge: +50% bonus Production towards Ancient and Classical era melee and ranged units
- Maritime Industries: +100% bonus Production towards all Ancient and Classical era naval units
- Maneuver: +100% bonus Production towards all Ancient and Classical era light and heavy cavalry units
- Corvée: +15% bonus Production towards Ancient and Classical era Wonders
- Colonization: +50% bonus Production towards Settlers
- Veterancy: +30% bonus Production towards Encampment districts and buildings
- Limes: +100% bonus Production towards defensive buildings
- Feudal Contract: +50% bonus Production towards Medieval and Renaissance era melee and ranged units
- Chivalry: +100% bonus Production towards all Medieval, Renaissance, and Industrial era light and heavy cavalry units
- Gothic Architecture: +15% bonus Production towards Medieval and Renaissance era Wonders
- Machiavellianism: +50% bonus Production towards Spies
- Grande Armée: +50% bonus Production towards Industrial and Modern era melee and ranged units
- Press Gangs: +100% bonus Production towards Renaissance and Industrial era naval units
- Public Works: +30% bonus Production towards Builders
- Skyscrapers: +15% bonus Production towards Industrial era and later Wonders
- Their Finest Hour: +50% bonus Production towards Modern and Atomic era air units
- Arsenal of Democracy: Your trade routes to an ally's city provide +2 Production for both cities
- Lightning Warfare: +100% bonus Production towards Modern, Atomic, and Information era heavy and light cavalry units
- Patriotic War: +100% bonus Production towards Modern, Atomic, and Information era support units
- International Waters: +100% bonus Production towards Modern, Atomic, and Information era naval units (excluding Carriers)
- Military First: +50% bonus Production towards Atomic and Information era melee and ranged units
- Integrated Space Cell: +15% bonus Production towards Space Race projects if a city has either a Military Academy or a Seaport
- Strategic Air Force: +50% bonus Production towards Information era air units and all Carriers
- Ecommerce: +5 Production from all international trade routes
- The unique building of Japan, the Electronics Factory, grants +4 Production and +4 Production to all cities within 6 tiles.
- The unique building of Poland, the Sukiennice, grants +2 Production for each international Trade Route.
- The unique district of Germany, the Hansa, grants a +1 Production adjacency bonus for being placed next to any resource.
- The unique tile improvement of Australia, the Outback Station, grants +1 Production. After researching Steam Power, it grants an additional +1 Production bonus for every 2 adjacent Outback Stations.
- The unique tile improvement of Indonesia, the Kampung, grants +1 Production and an additional +1 Production after researching Civil Engineering.
- Grand Tour, the civ ability of the French, grants them 20% bonus Production towards Medieval, Renaissance, and Industrial era Wonders.
- Nkisi, the civ ability of the Kongolese, grants +2 bonus Production from each Relic, Artifact, and Great Work of Sculpture in their civilization.
- Mother Russia, the civ ability of the Russians, grants +1 bonus Production yield from Tundra tiles in their civilization.
- Perpetually on Guard, the leader ability of John Curtin, grants 100% bonus Production for a set number of turns after Australia is targeted for a declaration of war or liberates a city.
|Civilization VI |
|Rise and Fall|
Added in the Rise and Fall expansion pack.