Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Problem with Production
In all my civ games I have high science but low production wtf is happening
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Showing 1-9 of 9 comments
clpfox Oct 25, 2016 @ 9:19pm 
sorta having the same issue, late game its reallty difficult to get any sort of millitary unless you have a city completly dedicated to it
Chente Nov 21, 2016 @ 10:53am 
Did you guys, manage to solve that problem? It takes 13-8 turns for me creating units (except from my main city which takes 4-6 turns). And buying units is so expensive, 2k+ gold. I have also wanted to expand minor cities, but it takes 40+ turns to build a single district, even with all tiles exploited. I have to chop down all the forests... else it would take forever!! I liked Civ V because it was easier to create big cities... But now it is impossible
paugus Nov 21, 2016 @ 10:58am 
Originally posted by Chente:
Did you guys, manage to solve that problem? It takes 13-8 turns for me creating units (except from my main city which takes 4-6 turns). And buying units is so expensive, 2k+ gold. I have also wanted to expand minor cities, but it takes 40+ turns to build a single district, even with all tiles exploited. I have to chop down all the forests... else it would take forever!! I liked Civ V because it was easier to create big cities... But now it is impossible

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.
braggi Nov 21, 2016 @ 12:55pm 
As paugus said - policies are best to speed up specific unit types. Use when arming or at war.
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.
Don't know if you guys have figured this out by now but production relies heavily on city placement. To be productive you need to place as many industrial zones as possible within six tiles of as many cities as possible. In every game pending on the terrain I try to stack 4-6 cities around my capital so that every IZ is within 6 tiles of my capital city center. Once you have power plants in all your cities you will easily have +200 production per turn.
braggi Nov 22, 2016 @ 2:41pm 
200 for capital is nice; what do your other cities yield?
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.
The highest total I've had for productionction was 252 with the outer cities getting above 125. Pending on what map you're on and how aggressive your neighbors are you can get power plants fairly quickly
But you also need to keep in mind if you have power plants you also have factories. So that's (3+4)7 which is 24.5℅ of that 200
Dray Prescot Nov 22, 2016 @ 10:35pm 
Multiple well developed Industrial Districts within 6 tile range of multiple cities, the Ruhr Wonder, and many internal trade routes between your own ciites will all help. Possibly Great Engineers. Also look for reource tiles with bonuses to production, particularly to adjacent Industrial Districts. There is a great Engineer that increase the 6 tile range to 9 tiles from an Industrial District.
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Date Posted: Oct 23, 2016 @ 1:11pm
Posts: 9