Back to Civilization VI
Go to the City article
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 civilizations, and more.
Mechanics[]
Gold is gathered and spent empire-wide, like Science and Culture. But unlike them, unspent Gold can be accumulated in the player's treasury once automatic expenses are deducted from income. The amount of Gold in the treasury 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 to 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 can 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.
Uses[]
The uses of Gold are many and diverse. Although Gold is not essential for the basic development of your civilization or its cities (this is reserved for other stats, such as Culture and Science), it is still absolutely necessary. Since it is the standard currency in the game, it is used to pay for all regular expenses of your empire. The amount of Gold necessary to cover your maintenance costs and any other expenditures is automatically deducted from your treasury at the beginning of each turn. The Gold that is left can be spent on special activities, such as trading with other leaders or making purchases.
Maintenance[]
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 Gold they produce). While unit maintenance costs are initially small (around 1-3 Gold), they usually scale with the game era and can become quite large late in the game. A Spearman from the Ancient Era, for example, has a maintenance cost of 1 Gold, whereas a Giant Death Robot from the Information Era has a maintenance cost of 15 Gold. Building and district maintenance costs are fixed. Note that the very first units in the game, the Warrior, the Slinger, and the Scout (as well as the War-Cart when playing as Sumeria) are so simply outfitted that they need no maintenance.
There is no way to avoid paying maintenance costs, but one may attempt to diminish them with the following policies:
- Conscription reduces unit maintenance costs by 1 Gold per unit.
- Levee en Masse reduces unit maintenance costs by 2 Gold per unit.
- In Civilization VI: Rise and Fall, Second Strike Capability reduces the maintenance costs of all Nuclear Devices and Thermonuclear Devices by 50%.
In-city spending[]
Gold may be used as a currency for making purchases in a city as follows:
- Purchasing 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 Movement, 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.
- Expanding 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 3 hexes away from the City Center. Note that the price grows the farther the tile is, and will also scale with technological and civic development.
- Purchasing districts in a city. This is possible only if Reyna has her Contractor title and is established in the city as a Governor. The cost scales parallel to the Production cost increase of the district being purchased, and the availability of districts that can be purchased depends on all the normal constraints ( Population limit, terrain availability, etc.).
1 Gold is equivalent to 0.25 Production or 0.5 Faith.
There are ways to reduce the above costs, both with policies and by certain governments.
Diplomatic deals[]
Gold is often used as a part of deals with the leaders of other civilizations. You may trade both bulk amounts of 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 duration of the deal.
Other uses[]
Gold may be used to attract Great People via patronage. This is especially useful for empires that developed their 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 Gold to take control of the city-state's military, which will will remain under their control for up to 30 turns.
Sources[]
Gold sources are numerous, but which ones you are able to use varies greatly in the different parts of the game.
Terrain and resources[]
These will be your main sources of Gold at the beginning of the game. Gold from terrain is not as scarce as in Civilization V: Brave New World, yet not as abundant as Civilization V: Gods & Kings. Coast tiles and the Oasis feature both grant a base yield of +1 Gold for being worked.
Apart from this, bonus Gold yield is provided by numerous Luxury Resources, as well as some Bonus Resources:
- Cocoa: +3 Gold
- Cotton: +3 Gold
- Diamonds: +3 Gold
- Furs: +2 Gold
- Gypsum: +1 Gold
- Ivory: +1 Gold
- Olives (): +1 Gold
- Salt: +1 Gold
- Silver: +3 Gold
- Truffles: +3 Gold
- Whales: +1 Gold
- Wine: +1 Gold
- Copper: +2 Gold
- Crabs: +2 Gold
- Maize: +2 Gold
Tile improvements[]
A few tile improvements grant bonus Gold yields. The most important of these are the Camp (+1 Gold; +1 Gold with Synthetic Materials) and the Plantation (+2 Gold; +1 Gold with Globalization). Both of these provide their initial bonus Gold from the very start of the game, which makes them important sources for a nascent empire.
The following improvements also yield Gold after sufficient technological development:
- Fishing Boats: +1 Gold with Cartography
- Quarry: +1 Gold with Banking (Vanilla and Rise and Fall only)
Late in the game, the Seaside Resort can become a major Gold source. Each one nets Gold equal to its Appeal rating, and since Seaside Resorts may only be constructed on tiles with an 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[]
One of the major ways to obtain Gold is via Trade Routes, which become available soon after the start of the game after discovering Foreign Trade. Trade Routes to international destinations (both other civilizations and city-states) will garner large amounts of 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 Trade Routes may also provide 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 Gold in return.
The problem is that bad diplomatic relations severely hamper 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 Trade Routes, severely limiting this income possibility.
Districts and buildings[]
In the middle game your main source of Gold will switch towards its dedicated district: the Commercial Hub. Its adjacency bonuses grant extra Gold and are fairly easy to activate (due to the prevalence of River and coastal settlements). Its buildings, the Market, the Bank, and the Stock Exchange, also provide massive boosts (+3, +5, and +7 Gold respectively), and its Specialists grant +4 Gold each.
Trade city-states grant up to +8 Gold in every Commercial Hub in your empire (and in Gathering Storm, in every Harbor) based on the number of Envoys assigned to that particular city-state. The Capital gets an additional +4 Gold per city-state.
Although the Commercial Hub is the main source of district Gold income, the Harbor creates substantial Gold income as well. Its Specialists grant +2 Gold each, it generates Gold adjacency bonuses, and its Lighthouse and Seaport grant +1 and +2 Gold respectively.
The Palace of a civilization's Capital, located in the City Center, also grants +5 Gold.
Wonders[]
Several Wonders grant bonus Gold upon completion, including:
- Big Ben: +6 Gold; doubles the current amount of Gold in the owner's treasury upon completion
- Casa de Contratación (): +15% Gold to every city that is not on the owner's original continent
- Colossus: +3 Gold
- Great Lighthouse: +3 Gold
- Great Zimbabwe: +5 Gold; +2 additional Gold on every Trade Route originating from this city for every bonus resource in this city's territory
- Machu Picchu (): +4 Gold
- Petra: +2 bonus Gold yield on all Desert tiles in this city
Gold can also be obtained from natural wonders:
- Cliffs of Dover: +2 Gold
- Delicate Arch (): +1 Gold yield to adjacent tiles
- Lake Retba (): +2 Gold
- Piopiotahi: +1 Gold yield to adjacent tiles
- Sahara el Beyda (): +4 Gold
- Yosemite: +1 Gold yield to adjacent tiles
Policy cards[]
Many policy cards grant bonus Gold once their conditions are met. These include:
- God King: +1 Gold in your Capital
- Caravansaries: +2 additional Gold from all Trade Routes
- Conscription: Unit maintenance reduced by 1 Gold per turn per unit
- Merchant Confederation: +1 Gold from each of your city-state Envoys
- Native Conquest: Combat victories over units from earlier eras provide Gold equal to 50% of the Combat Strength of the defeated unit
- Town Charters: +100% additional Gold from Commercial Hub adjacency bonus
- Naval Infrastructure: +100% additional Gold from Harbor adjacency bonus
- Economic Union: +100% additional Gold from Commercial Hub and Harbor adjacency bonus
- Triangular Trade: +4 additional Gold from all Trade Routes
- Free Market: +100% additional Gold yield from Commercial Hub district buildings
- Colonial Taxes: +25% additional Gold in cities not on your original Capital's continent
- Raj: +2 Gold from all city-states you're Suzerain of
- Public Transport: Receive 50 Gold per Appeal of a tile when replacing a Farm with a Neighborhood district
- Levée en Masse: Unit maintenance cost reduced by 2 Gold per unit
- Market Economy: Your international Trade Routes provide an additional +1 Gold per strategic resource improved at the destination
- Third Alternative: +4 Gold from each Research Lab, Military Academy, and Power Plant
- Ecommerce: +10 additional Gold from international Trade Routes
Unique bonuses[]
Many unique pieces of infrastructure and civ/leader abilities grant special Gold bonuses. Below is a non-exhaustive list:
- The unique tile improvement of Scythia, the Kurgan, grants +3 Gold.
- The unique tile improvement of France, the Château, grants +1 Gold and an additional +2 Gold if built next to a River.
- The unique tile improvement of China, the Great Wall, grants +1 Gold for each adjacent Great Wall (2 Gold in Gathering Storm).
- The unique tile improvement of Persia, the Pairidaeza, grants +2 Gold and an additional +1 Gold for each adjacent Commercial Hub or City Center.
- The unique building of Poland, the Sukiennice, grants +4 Gold for each domestic Trade Route.
- The unique district of England, the Royal Navy Dockyard, grants +2 Gold if built on a different continent than England's Capital.
- The unique district of Kongo, the Mbanza, grants +4 Gold.
- Nkisi, Kongo's civ ability, grants them +4 Gold for each Relic, Artifact, and Sculpture in their civilization.
- All Roads Lead to Rome, Rome's civ ability, grants them extra Gold for each Trade Route going through one of their cities.
- Treasure Fleet, Spain's civ ability, grants them +3 Gold from Trade Routes, which is tripled if they travel between continents.
- Satrapies, Persia's civ ability, grants them +2 Gold from each domestic Trade Route.
- Mediterranean's Bride, Cleopatra's leader ability, grants her +4 additional Gold for each of her Trade Routes to international destinations. Additionally, other civilizations' Trade Routes to Egypt grant her +2 Gold.
- Lithuanian Union, Jadwiga's leader ability, grants her +4 Gold from each Relic.
- Sahel Merchants, Mansa Musa's leader ability, grants him +1 Gold to Trade Routes per flat Desert tile in the sending city.
- Favorable Terms, Poundmaker's leader ability, grants +1 Gold to the receiving city of Trade Routes per Camp or Pasture in the receiving city.
- Queen of Ndongo and Mtamba, Nzinga Mbande's leader ability, gives all cities on the same continent as her Capital a 10% Gold bonus and all cities on other continents a 15% Gold penalty.
- Bakuhan, Tokugawa's leader ability, grants his domestic Trade Routes +2 Gold for each specialty district at the destination.
- Sword of Persia, Nader Shah's leader ability, grants his domestic Trade Routes +3 Gold when sent from captured cities.
- Lijia, Yongle's leader ability, grants +2 Gold for each Citizen in a city with a Population of 10 or more.
- Sogolon, Sundiata Keita's leader ability, grants +4 Gold from each Great Work of Writing.
- Sword of Persia, Nader Shah's leader ability, grants his domestic Trade Routes +3 Gold when sent from captured cities.
- Drake's Legacy, Elizabeth I's leader ability, grants her Trade Routes to city-states +3 Gold for each specialty district in the origin city.
- The unique unit of Mali, the Mandekalu Cavalry, grants Gold equal to 100% of the Combat Strength of each unit it kills.
- If the Secret Societies game mode is enabled:
- Chorus, the Voidsingers' Level 1 title, allows each of a member's cities to earn Gold per turn equal to 20% of its Faith per turn rate.
- Master Plan, the Owls of Minerva's Level 3 title, grants a member half the Gold that a city targeted for a successful offensive espionage mission earned that turn and a 3% interest rate on the Gold in the player's treasury each turn.
Other sources[]
Clearing barbarian outposts earns your civilization a Gold reward, which varies with the difficulty level of the game.
A few Promotions provide Gold:
- Loot, a Tier I Promotion for naval raider units, provides +50 Gold (on Standard speed) from coastal raids.
- Boarding, a Tier I Promotion for naval raider units, provides Gold from naval victories.
- In the Pirates scenario, Flintlock Muskets and Swivel Gun are Promotions for the Brigantine that function identically to Loot and Boarding (respectively).
Several Great People and projects provide Gold bonuses:
- Activating Marcus Licinius Crassus grants a one-time bonus of 60 Gold.
- Activating Zhang Qian causes foreign Trade Routes to a city to provide +2 Gold to both cities.
- Activating Marco Polo causes foreign Trade Routes to a city to provide +2 Gold to both cities.
- Activating Piero de' Bardi grants a one-time bonus of 200 Gold.
- Activating Jakob Fugger grants a one-time bonus of 200 Gold.
- Activating Raja Todar Mal causes domestic Trade Routes to provide +0.5 Gold for each District at the destination.
- Activating Adam Smith grants a one-time bonus of 500 Gold.
- Activating John Jacob Astor grants a one-time bonus of 500 Gold.
- Activating John Rockefeller causes Trade Routes to provide +2 Gold for each improved strategic resource at the destination.
- Activating Gregor MacGregor provides Gold equal to 50% of the purchase price of a military land unit on the same tile.
- In vanilla Civilization VI and Rise and Fall, activating Rajendra Chola grants a one-time bonus of 50 Gold.
- In Gathering Storm, activating Zheng He causes foreign Trade Routes to a city to provide +2 Gold to both cities.
- In vanilla Civilization VI and Rise and Fall, activating Francis Drake grants a one-time bonus of 75 Gold.
- In Gathering Storm, activating Ferdinand Magellan grants a one-time bonus of 500 Gold.
- Activating Ching Shih grants a one-time bonus of 100 Gold (500 Gold in Gathering Storm).
- Commercial Hub Investment converts 30% of a city's Production into Gold while underway.
- Encampment Training converts 15% of a city's Production into Gold while underway.
- Harbor Shipping converts 15% of a city's Production into Gold while underway.
- In vanilla Civilization VI and Rise and Fall, Industrial Zone Logistics converts 15% of a city's Production into Gold while underway.
- Lijia (Gold), a project available to Yongle, converts 100% of a city's Production into Gold.
- If the Secret Societies game mode is enabled:
- Occult Research, a project available to members of the Hermetic Order, converts 15% of a city's Production into Gold while underway.
Finally, Gold may be procured via three distinct founder beliefs:
- Church Property grants the founding civilization +2 Gold for each city following their Religion.
- Stewardship grants the founding civilization +1 Gold for each Commercial Hub of each city following their Religion.
- Tithe grants the founding civilization +1 Gold (+3 Gold in Gathering Storm) for every 4 followers of their Religion.
See also[]
- Gold (currency) in other games
Civilization VI Statistics [edit] |
---|
Culture • Diplomatic Favor • Faith • Food • Gold • Power • Production • Science • Tourism |
Added in the Gathering Storm expansion pack.
|
Civilization VI [edit] | |
---|---|
Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
| |
Miscellaneous | |
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
|