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Civ6Production 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 Civ6Food Food, since it determines the speed with which any city builds things.

Mechanics Edit

Each thing a city may build costs a certain amount of Civ6Production Production points. In most cases the amounts are stable (i.e. the same thing costs the same amount of Civ6Production Production, regardless of what happens), but there are cases where Civ6Production 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 Civ6Production 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 Civ6Production Production, and again most of them only apply to certain kind of projects. Their Civ6Production Production boosts are taken into account in estimates, and thus you shouldn't see discrepancies.


Civ6Production Production is obtained from a wide range of sources. The first and most powerful is terrain and its resources, worked by Citizen6 Citizens. This is usually the very first source of Civ6Production Production for a new city - and for quite some time, the only one, apart from Policy Cards.

Terrain Edit

Terrain and its features grant base Civ6Production Production yields when worked. However, Civ6Production Production potential is found less often than Civ6Food Food, and consequently may be considered more valuable. Only one base terrain, Plains, has 1 Civ6Production Production potential, but two very common features add 1 Civ6Production Production to any base terrain: Hills and Woods. It is a common mistake to assume that Rainforest also gives Civ6Production Production yield, but in fact Rainforests are always found on Plains, and the 1 Civ6Production Production comes from that base terrain (despite the fact that Rainforests yield both Civ6Production Production and Civ6Food Food when cut down).


Many resources grant bonus Civ6Production Production yields, with Strategic Resources contributing the most. These are:

Stone, Horses, Niter, Coal, Oil, Uranium, and Gypsum grant additional Civ6Production Production with their respective tile improvements.

Tile ImprovementsEdit

The Mine is the only tile improvement that is specifically dedicated to boosting Civ6Production Production. It can be built both on resources and Hills of any kind, which makes it very versatile. Also, its Civ6Production Production bonuses are the best of any improvement, and become available the earliest:

Other tile improvements also grant Civ6Production Production bonuses, albeit less than the Mine. They are also restricted to particular resources. These tile improvements are:

Districts and Buildings Edit

Next, the Industrial Zone district is focused entirely on Civ6Production Production: its adjacency bonuses, building yields and Specialists all increase Civ6Production Production. In addition, the Factory and the Power Plant extend their Civ6Production Production bonus to other cities within 6 tiles!

Other districts also aid Civ6Production Production, although this isn't their main focus. Encampment districts and their buildings grant Civ6Production Production yields, albeit smaller than those of the Industrial Zone. Also, Specialized Citizens there yields +1 Civ6Production Production each. The Harbor's Shipyard also grants bonus Civ6Production Production equal to the Civ6Gold Gold adjacency bonus of its district. Finally, the Aerodrome's buildings both yield bonus Civ6Production Production.

As mentioned above, Industrial and Militaristic city-states grant up to +4 Civ6Production Production in every Industrial Zone/Encampment district (plus an additional +2 in the Capital6 Capital), based on the number of Envoy6 Envoys assigned to that particular city-state.

Trade Routes Edit

TradeRoute6 Trade Routes are another common source of Civ6Production Production. Any domestic route contributes, but so does many international ones, as long as the destination city has Civ6Production Production-providing districts such as Encampments, Harbors, Commercial Hubs, and Industrial Zones. TradeRoute6 Trade Routes can significantly boost a city's Civ6Production Production and be the saving grace of cities built in plains with no resources to mine nearby. Coastal cities, too, often have troubles with Civ6Production Production, and could use TradeRoute6 Trade Routes to help.

Religious BeliefsEdit

Some religious beliefs grant respective Civ6Production Production bonuses, including:

  • Monument to the Gods: +15% bonus Civ6Production Production to Ancient and Classical era Wonders
  • Lady of the Reeds and Marshes: +1 Civ6Production Production from Marsh, Oasis, and Floodplains
  • God of the Sea: +1 Civ6Production Production from Fishing Boats
  • God of Craftsmen: +1 Civ6Production Production from Mines over strategic resources
  • God of the Forge: +25% bonus Civ6Production Production towards Ancient and Classical era military units
  • Work Ethic: +1% Civ6Production Production for each follower of this religion


There are several Wonders that grant Civ6Production Production boosts upon completion. These include:

There is also one natural wonder that provides Civ6Production Production:

Policy CardsEdit

Many Policy Cards grant bonus Civ6Production Production once their conditions are met, but note that most of these only apply to certain things, and only for a certain time period. These include:

  • Urban Planning: +1 Civ6Production Production in all cities
  • Ilkum: +30% bonus Civ6Production Production towards Builders
  • Agoge: +50% bonus Civ6Production Production towards Ancient and Classical era melee and ranged units
  • Maritime Industries: +100% bonus Civ6Production Production towards all Ancient and Classical era naval units
  • Maneuver: +100% bonus Civ6Production Production towards all Ancient and Classical era light and heavy cavalry units
  • Corvée: +15% bonus Civ6Production Production towards Ancient and Classical era Wonders
  • Colonization: +50% bonus Civ6Production Production towards Settlers
  • Veterancy: +30% bonus Civ6Production Production towards Encampment districts and buildings
  • Limes: +100% bonus Civ6Production Production towards defensive buildings
  • Feudal Contract: +50% bonus Civ6Production Production towards Medieval and Renaissance era melee and ranged units
  • Chivalry: +100% bonus Civ6Production Production towards all Medieval, Renaissance, and Industrial era light and heavy cavalry units
  • Gothic Architecture: +15% bonus Civ6Production Production towards Medieval and Renaissance era Wonders
  • Machiavellianism: +50% bonus Civ6Production Production towards Spies
  • Grande Armée: +50% bonus Civ6Production Production towards Industrial and Modern era melee and ranged units
  • Press Gangs: +100% bonus Civ6Production Production towards Renaissance and Industrial era naval units
  • Public Works: +30% bonus Civ6Production Production towards Builders
  • Skyscrapers: +15% bonus Civ6Production Production towards Industrial era and later Wonders
  • Their Finest Hour: +50% bonus Civ6Production Production towards Modern and Atomic era air units
  • Arsenal of Democracy: Your trade routes to an ally's city provide +2 Civ6Production Production for both cities
  • Lightning Warfare: +100% bonus Civ6Production Production towards Modern, Atomic, and Information era heavy and light cavalry units
  • Patriotic War: +100% bonus Civ6Production Production towards Modern, Atomic, and Information era support units
  • International Waters: +100% bonus Civ6Production Production towards Modern, Atomic, and Information era naval units (excluding Carriers)
  • Military First: +50% bonus Civ6Production Production towards Atomic and Information era melee and ranged units
  • Integrated Space Cell: +15% bonus Civ6Production Production towards Space Race projects if a city has either a Military Academy or a Seaport
  • Strategic Air Force: +50% bonus Civ6Production Production towards Information era air units and all Carriers
  • Ecommerce: +5 Civ6Production Production from all international trade routes

Unique BonusesEdit

There are only a few unique pieces of infrastructure and civ/leader abilities that grant special Civ6Production Production bonuses:

  • The unique building of Japan, the Electronics Factory, grants +4 Civ6Production Production and +4 Civ6Production Production to all cities within 6 tiles.
  • The unique building of Poland, the Sukiennice, grants +2 Civ6Production Production for each international TradeRoute6 Trade Route.
  • The unique district of Germany, the Hansa, grants a +1 Civ6Production Production adjacency bonus for being placed next to any resource.
  • The unique tile improvement of Australia, the Outback Station, grants +1 Civ6Production Production. After researching Steam Power, it grants an additional +1 Civ6Production Production bonus for every 2 adjacent Outback Stations.
  • The unique tile improvement of Indonesia, the Kampung, grants +1 Civ6Production Production and an additional +1 Civ6Production Production after researching Civil Engineering.
  • Grand Tour, the civ ability of the French, grants them 20% bonus Civ6Production Production towards Medieval, Renaissance, and Industrial era Wonders.
  • Nkisi, the civ ability of the Kongolese, grants +2 bonus Civ6Production Production from each Relic6 Relic, Artifact6 Artifact, and Sculpture6 Great Work of Sculpture in their civilization.
  • Mother Russia, the civ ability of the Russians, grants +1 bonus Civ6Production Production yield from Tundra tiles in their civilization.
  • Perpetually on Guard, the leader ability of John Curtin, grants 100% bonus Civ6Production Production for a set number of turns after Australia is targeted for a declaration of war or liberates a city.
Civilization VI [edit]
Rise and Fall

AgendasBeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsImprovementsLeadersPantheonsPolicy CardsPromotionsResourcesScenariosTechnologiesTerrainUnits (Unique Units) • Wonders (Natural)


AgesR&F-OnlyAmenitiesBarbariansCity (CapitalGovernorsR&F-OnlyHousingLoyaltyR&F-OnlyPopulation) • CombatDiplomacy (EmergenciesR&F-OnlyGossipWarmongering) • Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTimelinesR&F-OnlyTrade RoutesVictory

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