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Tags: Visual edit apiedit
m (Removed unnecessary words and added a link.)
Tags: Visual edit apiedit
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{{District_(Civ6)
 
{{District_(Civ6)
|great_person_points = +1 {{engineer6}} {{Link6|Great Engineer}} point per turn.
+
|great_person_points = +1 {{engineer6}} point per turn.
 
|adjacency_bonus = +1 {{Production6}} from each adjacent {{Link6|Mine}} and {{Link6|Quarry}}.<br/>+1 {{Production6}} from every 2 adjacent {{Link6|district}} tiles.
 
|adjacency_bonus = +1 {{Production6}} from each adjacent {{Link6|Mine}} and {{Link6|Quarry}}.<br/>+1 {{Production6}} from every 2 adjacent {{Link6|district}} tiles.
 
|citizen_yields_(per_citizen) =+2 {{Production6}}
 
|citizen_yields_(per_citizen) =+2 {{Production6}}
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* Effects:
 
* Effects:
 
** Receives a Standard bonus (+1) to {{Production6}} yield for each adjacent [[Mine (Civ6)|Mine]] or a [[Quarry (Civ6)|Quarry]], and a Minor bonus (+½) for each adjacent district tile.
 
** Receives a Standard bonus (+1) to {{Production6}} yield for each adjacent [[Mine (Civ6)|Mine]] or a [[Quarry (Civ6)|Quarry]], and a Minor bonus (+½) for each adjacent district tile.
** +1 {{Engineer6}} [[Great Engineer (Civ6)|Great Engineer]] Point per turn.
+
** +1 {{Engineer6}} point per turn.
** Lowers the Appeal of nearby tiles.
+
** Lowers the [[Appeal (Civ6)|Appeal]] of nearby tiles.
 
** Effect of some Buildings extends to other cities whose [[City Center (Civ6)|City Centers]] are within 6 tiles of the Zone.
 
** Effect of some Buildings extends to other cities whose [[City Center (Civ6)|City Centers]] are within 6 tiles of the Zone.
 
** Specialists provide +2 {{Production6}} each
 
** Specialists provide +2 {{Production6}} each

Revision as of 21:20, 7 April 2017

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The Industrial Zone is a district in Civilization VI, dedicated to production and industry. It requires Apprenticeship.

  • Effects:
    • Receives a Standard bonus (+1) to Production Production yield for each adjacent Mine or a Quarry, and a Minor bonus (+½) for each adjacent district tile.
    • +1 Great Engineer Great Engineer point per turn.
    • Lowers the Appeal of nearby tiles.
    • Effect of some Buildings extends to other cities whose City Centers are within 6 tiles of the Zone.
    • Specialists provide +2 Production Production each

Buildings

The following buildings can be constructed in an Industrial Zone:

Projects

Strategy

The Industrial Zone is one of the most important districts and probably the most important one. Its adjacency bonus is easy to activate (there are tons of opportunities to build Mines and Quarries in the game), and is an important source of Production Production early to mid game. And Production Production is the most important resource in Civilization VI. As with previous installments, Production Production is the basis for war potential, for city development, for wonder building and for space race -- just about everything. In Civilization VI, Production Production is even more important because city size is limited by Housing HousingHousing in early to mid game and as a result the importance of Food Food is greatly reduced compared to Civilization V.

Adjacency Bonus

Due to the prevalence of adjacency bonus, it is important to surround your Industrial Zones with Mines and Quarries (with exception of Germany). Seek a hilly terrain, or a cluster of min-able Resources, and plan your Industrial Zone next to them. As a rule of thumb, +3 Production should be achieved and +2 Production would be a compromised minimum. Use Map Pins to plan ahead. If a city has mostly flat tiles, the priority of its Industrial Zone would be lower than Commercial Hub or Harbor, since a Trade Route may provide a greater number of Production Production instead.

Area Effect Buildings

As with the Entertainment Complex, the second and third buildings of Industrial Zone can extend their effects to all cities within 6 tiles. As of the Winter Update of 2016, the area effects of multiple buildings of the same type no longer stack. Nevertheless, the area effect of Factory and Power Plant means only one city needs to construct these two buildings among a city cluster, proper use of which saves you valuable production turns. If you have multiple otherwise equivalent locations for an Industrial Zone of a centrally located city or an early city (you are more able to quickly construct higher tier buildings in older cities), try to pick the spot that maximizes the future coverage of its Factory and Power Plant. Factory is also a major way old cities can help new cities. However, remember that even though higher-tier buildings may not provide their Production Production bonus (due to another regional building already providing it), they will still provide Citizen slots for additional Production Production and Great Person Great Person Great Person points. You will have to decide on a case-by-case basis whether it will be worth the effort to spend the number of turns necessary to build them, or you can build something more useful instead.

Great Engineer Nikola Tesla can extend the effect of one Industrial Zone by 3 tiles while increasing the Production Production bonus of each of its buildings by 2. This is one of the best Great Engineers. However, due to the random nature of Great People, it is usually difficult to plan with Nikola Tesla in mind.

Choice of Industrial Zone Location

Things to consider (in order of importance):

  • Adjacency bonus
  • Area effect (for central or old cities)
  • Obstruction of future farming triangles and diamonds
  • Conditions of certain valuable Wonders

Historical Context

An industrial zone (sometimes euphemistically termed an industrial "park") is where the "heavy weight" manufacturing and shipping takes place in modern civilization. Long before the Industrial Revolution, it was common to locate the most noisy, odoriferous, and dangerous workshops – the tanners, smelters, slaughterhouses, etc. – outside the city walls. No one wanted to live near those. Inevitably, heavy transport evolved to carry raw materials in and finished products out of these districts; today industrial zones are nexus for highways, railroads, airports, and seaports. The infrastructure grew with the zones: warehouses, power plants, water towers, pipelines, and communications networks. And the industrial zones kept growing as industry grew; Upgrader Alley outside Edmonton, for instance, covers 318 square kilometers (some 123 square miles).