Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Jeff Oct 25, 2016 @ 6:26am
Production exponentially increases
One thing I can't find documentation on is the cost to build something (anything, doesn't matter) keeps growing as the game goes on. By the information age, units are ridiculously expensive to create and districts that used to only take 10 turns to create in ancient era are near 30-40 turns later on. It seems to be tech/civic related but I have no clue. It can be quite punishing to have everything slow to a crawl (production-wise) but the research and civic keeps rolling along.

I will often research the upgrade of a unit I am still trying to produce before that unit even finishes...that is how much faster my research is vs. production.

Wehr, industrial zone...they don't seem to matter. Their bonus is static and eventually they get buried as well.
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Showing 1-15 of 26 comments
Klarum Oct 25, 2016 @ 6:30am 
It is really unbalanced right now like you say. Production costs is going up faster than you can gain more production. On the other hand science and civics are too fast. Will have to wait to be patched.
bbounty Oct 25, 2016 @ 9:08pm 
yeah, 60 turns to build a wonder in my prod enhanced capital, and 10 or less to discover a science much farther.
And in lesser cities around 60 to build... the prod district!
Sentient_Toaster Oct 25, 2016 @ 9:19pm 
Quick impression is to agree that science seems faster and production seems slower.

Maybe we're intended to abuse the hell out of chopping forests and selling for gold to buy more things outright, and to use production-focused policies from civics.
Astasia Oct 25, 2016 @ 9:35pm 
The cost of wonders, buildings, and military units, does not increase at all. The cost of districts goes up with every city you create and every district you build. The costs of builders and settlers goes up as you build them. It's tall vs wide balancing. You can easily max out the districts and tiles of a handful of cities, but if you try to build all the districts in like 20 cities you are going to have issues. Tall cities can build like everything, if you are going wide stick to a smaller number of districts in each one so they stay somewhat feasible to construct, or just leave most of them without districts.
bbounty Oct 25, 2016 @ 9:43pm 
Originally posted by Astasia:
The cost of wonders, buildings, and military units, does not increase at all. The cost of districts goes up with every city you create and every district you build. The costs of builders and settlers goes up as you build them. It's tall vs wide balancing. You can easily max out the districts and tiles of a handful of cities, but if you try to build all the districts in like 20 cities you are going to have issues. Tall cities can build like everything, if you are going wide stick to a smaller number of districts in each one so they stay somewhat feasible to construct, or just leave most of them without districts.

well that's why I end up playing with 5 other civ on 20% of the map (small) with huuuuge distances to reach, and most of the board unused.
Well, I had on one game 4 cities. I end up with 50 or 60 turns to build a wonder, 30-50 to build the first district in a city. And 9-10 turns to have a new science. Well. You discover a lot of things but you see them become obsolete before you even get a chance to use them because you're waiting for your district to get built...

I anderstand to aim to avoid the "I build everything in every city", but here we end up at the opposite end. So many tech with so many cool things to buy, and you struggle to build a university in one city and a lighthouse in another... disappointing, in my opinion.
Astasia Oct 25, 2016 @ 9:53pm 
I don't think the game is correctly balanced around inspirations and such cutting research times in half. Tech goes by way too quickly, people hitting the industrial era in like 800AD etc. It's something I expect will be tuned in a patch as it is indeed an issue.

I've reduced the bonuses from 50% to 25% for inspirations and the other one, and doubled tech and civic costs in the game files, and changed the production multiplier on marathon from 300 to 200. Works better for me.
Cyprus Hillbilly Oct 25, 2016 @ 10:00pm 
I'm guessing your Civ is unhappy and thus production is going down.
Jeff Oct 25, 2016 @ 11:33pm 
Originally posted by Astasia:
The cost of wonders, buildings, and military units, does not increase at all. The cost of districts goes up with every city you create and every district you build. The costs of builders and settlers goes up as you build them. It's tall vs wide balancing. You can easily max out the districts and tiles of a handful of cities, but if you try to build all the districts in like 20 cities you are going to have issues. Tall cities can build like everything, if you are going wide stick to a smaller number of districts in each one so they stay somewhat feasible to construct, or just leave most of them without districts.

I don't feel you are accurate in most of this. It is not based on number of districts built. It is purely based on tech/civic tree.

Also, I played another game...internal trade routes. +5 production for each trade unit. Was able to cream production this time around.

Also, industrial districts, the factory and power plant have a 6 tile spread. All cities within that range get the bonus production...and the production stacks!!

My issue: I was a noob. Maximize those industrial centers...put them in hubs between your cities. You "can" keep up, but you have to plan for it.
Astasia Oct 26, 2016 @ 12:40am 
Originally posted by Jeff:
It is not based on number of districts built. It is purely based on tech/civic tree.

You are right. I hadn't considered techs/policies increasing it and just assumed it was cities and districts as the increase seemed to fit the rate I was expanding/growing. I checked, building a district had no effect on district costs, completing a random tech caused it to go up by like 15% of the base cost.
Jeff Oct 26, 2016 @ 12:51am 
Originally posted by Astasia:
Originally posted by Jeff:
It is not based on number of districts built. It is purely based on tech/civic tree.

You are right. I hadn't considered techs/policies increasing it and just assumed it was cities and districts as the increase seemed to fit the rate I was expanding/growing. I checked, building a district had no effect on district costs, completing a random tech caused it to go up by like 15% of the base cost.

Did we just disagree and then reach a final conclusion of mutual agreement and understanding without anyone making an insult towards each other's mom? Write this down....it might be an information era wonder for Civ 7
Chaoslink Oct 26, 2016 @ 12:52am 
Originally posted by King Ateas:
I'm guessing your Civ is unhappy and thus production is going down.
Even with +4-6 amenities I was late atomic era by 1800 and my build times were high. Stacking regional buffs in districts helped, but not enough to balance things.
Chaoslink Oct 26, 2016 @ 12:55am 
Originally posted by Astasia:
Originally posted by Jeff:
It is not based on number of districts built. It is purely based on tech/civic tree.

You are right. I hadn't considered techs/policies increasing it and just assumed it was cities and districts as the increase seemed to fit the rate I was expanding/growing. I checked, building a district had no effect on district costs, completing a random tech caused it to go up by like 15% of the base cost.
Research also excludes info regarding a few other things too. Definitely needs some attention.
Merk Oct 26, 2016 @ 1:15am 
Originally posted by Klarum:
It is really unbalanced right now like you say. Production costs is going up faster than you can gain more production. On the other hand science and civics are too fast. Will have to wait to be patched.


Uhh i never have any trouble with production after the first 50 turns most of my cities make the best unit in the era in 3 turns or less and when im just get into the next era its like 5 turns you have to focus on production every city needs those industrial zones and a few other things to take advantage of in the late game. this most recent aztec game i ended on diety in 104 turns i was making infantry out of each city in 1-5 turns the 1 turn makers were my first 6 cities and then it goes up to 3-5 most of the civ's had galleys and catapults with SOME swordsman and i just walk in there with a seige tower and 2 infantry and 1 or 2 shot all there cities most games i just get campus and industrial zones as my first 2 districts then after that focus on money and im always multiple era's ahead of everyone thanks to how the tech tree works in this game

EDIT: taking advantage of campus and industrial zone or any of them being next to another one is huge since most of my cities i build only 4 tiles away i can stack 3x campuses next to eachother or whatever i need
Last edited by Merk; Oct 26, 2016 @ 1:17am
Jeff Oct 26, 2016 @ 6:55am 
Originally posted by Merk:
Originally posted by Klarum:
It is really unbalanced right now like you say. Production costs is going up faster than you can gain more production. On the other hand science and civics are too fast. Will have to wait to be patched.


Uhh i never have any trouble with production after the first 50 turns most of my cities make the best unit in the era in 3 turns or less and when im just get into the next era its like 5 turns you have to focus on production every city needs those industrial zones and a few other things to take advantage of in the late game. this most recent aztec game i ended on diety in 104 turns i was making infantry out of each city in 1-5 turns the 1 turn makers were my first 6 cities and then it goes up to 3-5 most of the civ's had galleys and catapults with SOME swordsman and i just walk in there with a seige tower and 2 infantry and 1 or 2 shot all there cities most games i just get campus and industrial zones as my first 2 districts then after that focus on money and im always multiple era's ahead of everyone thanks to how the tech tree works in this game

EDIT: taking advantage of campus and industrial zone or any of them being next to another one is huge since most of my cities i build only 4 tiles away i can stack 3x campuses next to eachother or whatever i need

I noted in a previous post exactly this point. And if anyone reads this thread, this is the takeaway.

If you play civ VI like civ V, your research and culture will be fine, but your production will lag. Production requires a "think differently" approach.

1) Industrial districts have buildings with "range". They will stack, so you need to overlap them as much as possible. (Same is true for amenities in entertainment zones)

2) If you build districts in cities, you won't find this info under "trade routes" in the civilopedia, but instead, you will find it under each district description...every district contributes something to internal and external trade routes. The internal traderoutes, in a lot of cases, is either +food or +production. Bottom line: Internal trade routes are very important for two reasons:
A) Builds roads
B) Fuels growth of cities by providing both food and production

External trade routes are tempting for the gold, but I'm quickly learning to love the internal routes.
WarWise Oct 26, 2016 @ 7:01am 
As game progresses you need to specialize your cities. It has always been like this.
Usually its best to have one single city with HUGE production instead of a bunch with mediocre ones. This one central city can produce all your units and just keep producing them.

You have to stack the bonuses, from the land and also from the districts. Choosing the right districts for specific cities work best. For example, making a city surounded by mountains your "science" city.
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Date Posted: Oct 25, 2016 @ 6:26am
Posts: 26