Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Negative in gold?
I'm playing with Genghis Khan and I had a fair bit of gold before I started the domination part of the game but after dominating 3 civilisations. I now own about half of the map but I'm negative in gold. How can I get my funds back up?
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Sstavix Feb 9 @ 12:17am 
Commercial hubs and trade routes. Or start deleting military units.
Specifically foreign trade routes, if you care about gold. City-states count.

Making friends with any trade city-states is important too - that's gold on every building in your trade districts, plus the majority of the suzerain bonuses help generate gold.
m Feb 9 @ 4:53am 
There's also that civic that lets you reduce the upkeep costs of military units. I tend to take that if I have a large standing army (most combat units cost gold per turn to just exist -- I think warriors are the major exception, which factors into super early war strats and benefits aztecs disproportionately unless they changed that at some point).

Late game maybe the gold amount from the card isn't enough, but throughout the earlier game I find myself slotting it often.
Last edited by m; Feb 9 @ 4:56am
The rule of thumb on unit maintenance costs? 1 per era per turn. 0 for initial* units, 1 for the ancient era, 2 for classical, 3 for medieval, and so on. So that policy makes your spearmen, archers and galleys free, halves the cost on your swordsmen and horsemen, and doesn't do very much to help with units from later eras. If you're fighting with medieval and renaissance era units, you need a real economy to support them.

* Initial: units you can build at the start of the game. Ancient: units that unlock with Ancient era techs/civics. So it's warriors, slingers, scouts, and unique versions of those that are maintenance-free.

Another option for the OP: the pillage economy. Get your gold from pillaging mines and lumber mills. Also faith from camps, plantations, and quarries. And consider pillaging some districts for more varied yields; the only drawback there is that it can take a while to repair the districts when you conquer the city. Since you're playing Genghis Khan, I assume you have plenty of cavalry; light cavalry are the masters of pillaging, especially with the second-tier promotion that reduces the movement cost of a pillage to 1.
Sure, that income number will still show a negative, but does that really matter if you're getting a few hundred gold from pillages each turn on average?
Build commercial districts, harbors and their buildings, use the policy card that reduces unit upkeep by 1 Gold, if you have a lot of luxury and strategic resources, sell them for money.

That's usually how I always get rich and avoid deficit in the game.
With all your help I seem to be OK but there is another thing I need to sort out though it might be too late as I've got to the stage where I can upgrade to musket men (I haven't the materials and gold to do this yet), this getting enough trading capacity. I only have one trader at the moment?
Evrach Feb 9 @ 11:35am 
You will get trade routes by building commercial hub district’s first tier building : the market, or harbor's first tier building : lighthouse (but only one per city, you won’t get 2 routes if you make a market and a lighthouse in the same city).
Trade routes are incredibly important hat’s one of the reasons you should build one of these district as your first districts.
Last edited by Evrach; Feb 9 @ 11:35am
Producing trader is greyed out because of the lack of trading capacity but I have built the commercial district in most of my cities and a few markets so my trading capacity should rise I think
Evrach Feb 9 @ 11:54am 
That's good :steamthumbsup:
Things wwill quickly get better.
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Date Posted: Feb 8 @ 8:52pm
Posts: 9