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Couple things. One, there are policies that greatly increase the speed of unit production for the relevant type/era. Second, buying units is expensive unless you have gold purchase discounts from Merchant Republic and a huge treasury (which isn't hard to do if you've got plenty of Commercial Hubs and trade routes up). 400 gpt = a unit every few turns if you want. Third, district costs continue to climb later in the game. Try to have your majority of cities founded and working on districts by turn 100 (on standard). Otherwise, use your trade routes (which should be numerous) to boost your "new" cities with food and production to get them up to speed.
City state bonuses may help and are "free"; find the ones for unit production (color coded). 2nd and 3rd bonus need an encampment. Even religion may yield points. Also there are several economic policies for different production needs.
Check your town reports. A lot of production comes from tiles, so upgrade them. Hills+mines or wood and sawmills. Buy builder or dispatch from developed town, max loads. Play with a town's focus options and check where population works. More food and growth is a good start, but when you reach housing limit, stress production. Have at least one industrial city with focus on units. Having tons of amenities generally boosts productivity.
I usually build everything that yields production bonus (which is probably stupid, but hey...) - industrial area in mid of mines, encampment, harbour, ... Around year 0 at 5-6 the AI is hopelessly behind.
Send caravans to production city and trade from there with your main industrial centers - yields lots of food and production. Good to boost new cities, wonders, recruiting.
I looked up an old russian game, had 90-150 in my cities. One city state causes a gap, but closing it would lose the nation-wide bonus, not worth it.
Power plant is rather late though, and just the 4 plant production are spread afaik. Nothing to sneeze at, but 6*4=24 is just 12% of 200.