Sid Meier's Civilization VI

Sid Meier's Civilization VI

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legeis90 Dec 10, 2018 @ 11:56am
Shareing Yields Between Cities?
So in Civ 4 if you built roads and trade networks cities conected by these trade networks could share resources. In Civ 6 I constantly run into the problem where 1 city has way more food than it need while another city is starving. I can use trade routes to give a bounis to the strugleing city but cities dont seem to truely share resources.

This is unrealistic, IRL DC and NYC dont produce a ton of food while places like Wisconssin and Nebraska produce way more food than they have people, and throught the magic of trade and logistics everyone eats ahnd everyone gets paid.

Am I missing something or is there noway to share resorces between cities?
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Showing 1-7 of 7 comments
cerberusiv Dec 10, 2018 @ 1:03pm 
No, you are not missing anything afaik. What you need to plan for is whether you can swap high food tiles between cities. Also allow for some of your cities getting very large and being able to build multiple districts and others reaching a maximum size relatively quickly and needing to be focused on one particular purpose.

If a city has coastal tiles then building a harbour is a no-brainer. Various technologies increase the food output of certain improvements.

Planning where you put your cities is more critical in VI than ever, both for the tradeoff between food and production and for planning where to build districts and wonders (the one I always look for is whether I can locate an industrial zone for my capital somewhere that will allow both Venetian Arsenal and Ruhr Valley to be built then oher districts get laid out around that to maximise adjacency bonuses).
legeis90 Dec 10, 2018 @ 1:21pm 
well that stinks and is kinda imersion breaking especially if you are building a large empire. It would be nice to be able to foucus a few really fertial cities on food production so they could export food to more stratigic military cities of industrial cities. They need to bring resource shareing back.
Exemplar Dec 10, 2018 @ 1:53pm 
Trade routes can supply food to the source city without a cost to the target. Isolationism dark age policy card is pretty nifty, too, but it doesn't seem to be available after the modern era and you don't want to limit expansion if you've not yet seen where niter is. Trade routes improve yield with districts, policies and other circumstances. Many games during industrial era I have domestic trade routes supplying 5 food 5 production 2 gold (or +2 gold and 1 faith with triangular trade from mecantilism.)
Last edited by Exemplar; Dec 10, 2018 @ 2:13pm
Dray Prescot Dec 10, 2018 @ 1:54pm 
That was one of the few nice things about Beyond Earth, you could build trade routes that traded food. Or the Religion and Revolution Mod to Sid's Civ IV Colonization were you could send special ships out to bring home food. For that matter Alpha Centauri where you could build specialized units to send home food, energy, and resources back to the home city (I love the Alpha Centauri game and wish that Beyond Earth had stayed closer to it).

What you can do is try to build buildings and terrainimprovements that improve on food yields.

Maybe we could get some Great Leaders that help provide food. How about some GREAT FARMERS, or at least something like that in the other types!

How about a FARMING District, or a special Building in Economic Districts (or other types of Districts) that increases food yields?!

What about an improved version of the Lighthouse for Port Districts with higher food yields for water tiles.

You could also have a building (in the City or in a District) that improves on food yields along tiles next to rivers.

I do think that some of the religious beliefs and buildings can give you at least some extra food.

Another idea would be to be able to build special units or districts farther away (outside the 3 tile range) from the city that specialize in providing Food to the City.

Perhaps some new Mods can incorporate some of these ideas.

gimmethegepgun Dec 10, 2018 @ 4:16pm 
Originally posted by Dray Prescot:
That was one of the few nice things about Beyond Earth, you could build trade routes that traded food.
You can in this game too.
BE also got really stupid in regards to that after they reworked trade routes, because they made it so that the city that already had high production or food is the one that got more production or food out of it. Which makes no sense, and makes it so they aren't very good at bringing up bad cities
View The Phenom Dec 10, 2018 @ 4:48pm 
Magnus (the steward governer) has an ability that increases the food output gained from trade routes linked to his city by +10. Also, there are a few policies that increase the food and production yields for local trade routes.

Like others have said, it's more important to share fertile tiles among cities that are well fed and others that need more food.
Last edited by View The Phenom; Dec 10, 2018 @ 4:48pm
Randalph Jan 8, 2024 @ 1:32pm 
Just build a settler and send it over, that’s the most you can do,
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Date Posted: Dec 10, 2018 @ 11:56am
Posts: 7