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And in lesser cities around 60 to build... the prod district!
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.
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.
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.
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.
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
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.
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.