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Civ6Gold Gold is one of the main statistics in Civilization VI. It is used as the main standardized currency not only of your empire, but also in the entire game world. It is needed for maintaining infrastructure and armies, for trading with other nations and more. Unlike most other statistics, the accumulated amount of Civ6Gold Gold is explicitly manifested in the empire's treasury, and is always visible in the upper left corner of the UI.

Right next to the treasury you can see your gold flow — the current difference between expenses and income in your empire — which is added or subtracted from the treasury at the beginning of each turn. Unlike other stats, you can have positive or negative gold flow, and the latter may severely hamper your development. Note that your gold flow may sometimes change between turns (for example, due to the beginning of a diplomatic deal, or a switch in Policies), so the number you see at the end of each turn may not always match the actual change in your treasury.

UsesEdit

The uses of Civ6Gold Gold are many and diverse. Although Civ6Gold Gold is not essential for the basic development of your civilization or its cities (this is reserved for other stats such as Civ6Culture Culture, Civ6Science Science, etc.), it is still absolutely necessary, since being the standard currency in the game, it is used to pay for all regular expenses of your empire. Unlike other stats, each turn there is automatic deduction from the treasury, used to pay for the maintenance fees of your units, buildings, etc. What is left you may decide to spend on special activities, such as trading with other leaders, or paying to purchase something.

Maintenance Edit

Civ6Gold Gold is required to pay the upkeep, or maintenance cost, of almost every unit and building in the game, as well as all specialty districts (except for the Commercial Hub and the Harbor, which pay for their own upkeep with the Civ6Gold Gold they produce). While unit maintenance costs are initially small (around 1-3 Civ6Gold Gold), they usually scale with the game era and can become quite large late in the game. A Swordsman from the Classical Era, for example, has a maintenance cost of 2 Civ6Gold Gold, whereas a Jet Fighter from the Information Era has a maintenance cost of 8 Civ6Gold Gold. Building and district maintenance costs are fixed. Note that the very first units in the game, the Warrior and the Slinger are so simply outfitted that they need no maintenance.

All of these maintenance costs are deducted automatically from the treasury at the beginning of each turn. There is no way to avoid paying maintenance costs, but one may attempt to diminish them using Policies:

In-City Spending Edit

Civ6Gold Gold may be used as a currency for making purchases in a city as follows:

  • to purchase most units and buildings within a city, if you already fulfill all their requirements (technology, districts, other buildings, etc). They will appear instantly, and the buildings' effects will kick in immediately. Units, however, will appear with no Civ6Movement Movement points, so you will not be able to use them until next turn. Note that you are not able to purchase units if there are other units of the same class already present in the same city (or District). Additionally, the price of most Civilian units scales every time you purchase them - the more you buy a certain unit, the more expensive it will become.
  • to expand the territory the city (and thus your empire) controls. You may instantly purchase tiles that are immediately adjacent to tiles you already own, up to three tiles away from the City Center. Note that the price grows the farther the tile is, and will also scale with technological and civic development.

There are ways to diminish the above costs, both by Policies and by certain Governments.

Diplomatic Deals Edit

Civ6Gold Gold is often used as a part of deals with the leaders of other civilizations. You may trade both bulk amounts of Civ6Gold Gold (which are deducted only at the time of the deal) or gold-per-turn (GPT) with another civilization, which will effectively alter your gold flow for the time of the deal.

Other Uses Edit

Civ6Gold Gold may be used to attract GreatPerson6 Great People via patronage. This is especially useful for empires that developed their Civ6Gold Gold capabilities while neglecting other aspects of the game, and can't manage to produce enough GPPs to beat the competition.

The Suzerain of a city-state may spend Civ6Gold Gold to take control of the city-state's military. Note that the military will remain under his control for up to 30 turns!

SourcesEdit

Civ6Gold Gold sources are many, but which ones you are able to use varies greatly in the different parts of the game.

Terrain and Resources Edit

These will be your main sources of Civ6Gold Gold at the beginning of the game. Civ6Gold Gold from terrain is not as scarce as in Civilization V: Brave New World, yet not as abundant as Civilization V: Gods & Kings. Coastal tiles and the Oasis feature both grant a base yield of +1 Civ6Gold Gold for being worked.

Apart from this, bonus Civ6Gold Gold yield is provided by numerous Luxury Resources, as well as some Bonus Resources:

Tile Improvements Edit

A few tile improvements grant bonus Civ6Gold Gold yields. The most important of these are the Camp (+1 Civ6Gold Gold; +1 Civ6Gold with Synthetic Materials) and the Plantation (+2 Civ6Gold Gold; +1 Civ6Gold with Globalization). Both of these provide their initial bonus Civ6Gold Gold from the very start of the game, which makes them important sources for a nascent empire.

The following improvements also yield Civ6Gold Gold after sufficient technological development:

Late in the game, the Seaside Resort may turn into a major Civ6Gold Gold source! Each one nets Civ6Gold Gold equal to its Appeal score, and since Seaside Resorts may only be constructed on tiles with Appeal of 4 or greater, they are capable of outproducing any other single tile in your territory (excluding some improved Luxury Resources)!

Trading and Trade Routes Edit

One of the major ways to obtain Civ6Gold Gold is via TradeRoute6 Trade Routes, which become available soon after the start of the game, after researching the Foreign Trade Civic. TradeRoute6 Trade Routes to international destinations (both other nations and city-states) will garner large amounts of Civ6Gold Gold income, especially later in the game when you've established Trading Posts and extended the range of your routes. Note that making routes to city-states of which you're the Suzerain won't net additional income! Domestic TradeRoute6 Trade routes may also provide Civ6Gold Gold with certain Policies.

You can also get substantial income from making trading deals with other civilizations. There are many things you may trade to the other leaders, getting either GPT or single large payments of Civ6Gold Gold in return.

The problem is that bad diplomatic relations hamper severely trading deals, up to the point of making them impossible! A civilization striving for a Domination Victory, for example, will find it significantly more difficult to strike deals due to the warmongering penalties it has incurred. Not only that, but it will have to be very careful where it sends its Traders - other civilizations which are at war with it will plunder the TradeRoute6 Trade Routes, severely limiting this income possibility.

Districts and Buildings Edit

In the middle game your main source of Civ6Gold Gold will switch towards its dedicated district: the Commercial Hub. Its adjacency bonuses grant extra Civ6Gold Gold and are fairly easy to activate (due to the prevalence of River and Sea settlements). Its buildings, the Market, the Bank, and the Stock Exchange, also provide massive boosts (+3, +5, and +7 Civ6Gold Gold respectively), and its Specialists grant +4 Civ6Gold Gold each!

Trade city-states grant up to +8 Civ6Gold Gold in every Commercial Hub district in your empire (and in Gathering Storm also in every Harbor), based on the number of Envoy6 Envoys assigned to that particular city-state. The Capital6 Capital gets an additional +4 Civ6Gold Gold per city-state.

Although the Commercial Hub district is the main source of district Civ6Gold Gold income, the Harbor district creates substantial Civ6Gold Gold income as well. Its Specialists grant +2 Civ6Gold Gold each, it generates Civ6Gold Gold adjacency bonuses, and its Lighthouse and Seaport grant +1 and +2 Civ6Gold Gold respectively.

The Palace of a civilization's Capital6 Capital, located in the City Center, also grants +5 Civ6Gold Gold.

WondersEdit

Several Wonders grant bonus Civ6Gold Gold upon completion, including:

  • Big Ben: +6 Civ6Gold Gold; doubles the current amount of Civ6Gold Gold in the builder's treasury upon completion
  • Casa de Contratación R&F-Only: +15% Civ6Gold Gold to every city that is not on your original continent
  • Colossus: +3 Civ6Gold Gold
  • Great Lighthouse: +3 Civ6Gold Gold
  • Great Zimbabwe: +5 Civ6Gold Gold; +2 additional Civ6Gold Gold on every TradeRoute6 Trade Route originating from this city for every bonus resource in this city's territory
  • Machu Picchu GS-Only: +4 Civ6Gold Gold
  • Petra: +2 bonus Civ6Gold Gold yield on all Desert tiles in this city

Civ6Gold Gold can also be obtained from natural wonders:

Policy CardsEdit

Many Policy Cards grant bonus Civ6Gold Gold once their conditions are met. These include:

Other Sources Edit

Clearing barbarian outposts earns your civilization a Civ6Gold Gold reward, which varies with the difficulty level of the game.

Finally, Civ6Gold Gold may be procured via three distinct founder beliefs:

  • Church Property grants the founding civilization +2 Civ6Gold Gold for each city following their Religion.
  • Stewardship grants the founding civilization +1 Civ6Gold Gold for each Commercial Hub of each city following their Religion.
  • Tithe grants the founding civilization +1 Civ6Gold Gold for every 4 followers of their Religion.

Unique BonusesEdit

Many unique pieces of infrastructure and civ/leader abilities grant special Civ6Gold Gold bonuses:

  • The unique tile improvement of Scythia, the Kurgan, grants +1 Civ6Gold Gold; +1 Civ6Gold Gold with Guilds; +1 Civ6Gold Gold with Capitalism.
  • The unique tile improvement of China, the Great Wall, grants +1 Civ6Gold Gold for each adjacent Great Wall.
  • The unique tile improvement of Persia, the Pairidaeza, grants +2 Civ6Gold Gold and an additional +1 Civ6Gold Gold for each adjacent Commercial Hub or City Center.
  • The unique building of Poland, the Sukiennice, grants +4 Civ6Gold Gold for each domestic TradeRoute6 Trade Route.
  • The unique district of England, the Royal Navy Dockyard, grants +2 Civ6Gold Gold if built on a different continent than England's Capital6 Capital.
  • The unique district of Kongo, the Mbanza, grants +4 Civ6Gold Gold.
  • Nkisi, the civ ability of the Kongolese, grants them bonus Civ6Gold Gold for each Relic6 Relic, Artifact6 Artifact, and Sculpture6 Great Work of Sculpture in their civilization.
  • All Roads Lead to Rome, the civ ability of the Romans, grants them extra Civ6Gold Gold for each TradeRoute6 Trade Route going through one of their cities.
  • Treasure Fleet, the civ ability of the Spanish, grants them extra Civ6Gold Gold for each of their inter-continental TradeRoute6 Trade Routes.
  • Satrapies, the civ ability of the Persians, grants them +2 Civ6Gold Gold from each each domestic TradeRoute6 Trade Route.
  • Mediterranean's Bride, the leader ability of Cleopatra, grants her +4 additional Civ6Gold Gold for each of her TradeRoute6 Trade Routes to international destinations. Additionally, other civilizations' TradeRoute6 Trade Routes to Egypt grant her +2 Civ6Gold Gold.
  • Lithuanian Union, the leader ability of Jadwiga, grants her +4 Civ6Gold Gold from each Relic6 Relic.
  • Sahel Merchants, the leader ability of Mansa Musa GS-Only, grants him +1 Civ6Gold Gold to TradeRoute6 Trade Routes per flat desert tiles in the sending city.
  • Favorable Terms, the leader ability of Poundmaker R&F-Only, grants +1 Civ6Gold Gold to the receiving city of TradeRoute6 Trade Routes per Camp or Pasture in the receiving city.
Civilization VI [edit]
Rise and FallGathering Storm

Lists
AgendasBeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsImprovementsLeadersPantheonsPolicy CardsProjectsPromotionsResourcesScenariosTechnologiesTerrainUnits (Unique Units) • Wonders (Natural)

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationFutureGS-Only

Concepts
AgesR&F-OnlyAmenitiesBarbariansCity (CapitalGovernorsR&F-OnlyHousingLoyaltyR&F-OnlyPopulation) • ClimateGS-Only (Disasters) • CombatDiplomacy (EmergenciesR&F-OnlyEspionageGossipGrievancesGS-Only WarmongeringWorld CongressGS-Only) • Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTimelinesR&F-OnlyTrade RoutesVictory

Statistics
Civ6Culture CultureDiplomatic Favor (Civ6) Diplomatic FavorGS-OnlyCiv6Faith FaithCiv6Food FoodCiv6Gold GoldPower (Civ6) PowerGS-OnlyCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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