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{{GameConceptNav5}}
 
{{GameConceptNav5}}
   
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{{Tocright}}
 
==Introduction==
 
==Introduction==
'''Production''', {{production5}}, is one of the most important game concepts in [[Civilization V]]. It represents how much a city is able to build each turn - be it constructing a building, or training a unit, or working on a particular project. Since all these are basic activities in the game, and start from its beginning, you can see that it's of the utmost importance to understand and develop Production in your cities.
+
{{Production5}} '''Production''' is one of the most important game concepts in ''[[Civilization V]]''. '''Producing''' stuff (a.k.a. "building," "training" or "constructing") means the ability of cities to generate gameplay units or stationary improvements such as [[Buildings (Civ5)|buildings]] or [[Project]]s. In this sense, the term "production" is used to express how much a city is able to build each turn - be it constructing a building, or training a unit, or working on a particular project. Since all these are basic activities in the game, and start from its beginning, you can see that it's of the utmost importance to understand and develop production in your cities.
   
Note that every city has at least 1 Production point from its main tile, so you can always produce something. However, if you only rely on that lone point, your projects in this city will literally take forever. Make sure you expand your Production capabilities if you want your city to progress. 
+
Note that every city has at least 1 {{Production5}} Production point from its main tile, so you can always produce something in it. However, if you only rely on that lone point, your projects in this city will take forever. Make sure you expand your {{Production5}} Production capabilities if you want your city to progress. 
   
 
==Mechanics==
 
==Mechanics==
Production is measured in points, as all other stats in the game. Each city receives a certain amount of Production points (PP) per turn, depending on all the sources of {{production5}} it has activated. Certain bonuses may apply, either permanently, or related to the city's current production project.
+
Production is measured in points, as all other stats in the game. Each city generates a certain amount of Production points (PP) per turn, depending on all the sources of {{Production5}} Production it is using currently. A number of special bonuses may apply, either permanently, or related only to the city's current production project.
  +
 
All things that can be built require a certain amount of {{Production5}} Production points to accomplish. Once you start working on a project (building a building, training a unit, etc.) in a city, the total value of its {{Production5}} Production plus any bonuses applicable are applied each turn towards completing it, and when the total amount is reached, the project is accomplished and you may start another one. Note that you can start and stop a project as many times as you want, then later restart it from the same point where you stopped, just as you can when researching technologies.
   
 
There are a number of special production bonuses in the game, which apply only for certain types of projects. For example, the [[Forge (Civ5)|Forge]] building provides a {{Production5}} Production bonus when training land units in a city, but not for naval units, or for building construction. The [[Windmill (Civ5)|Windmill]], on the other hand, applies a bonus when constructing buildings, but not when training units. Keep track of your city's potential and use it to their maximum.
Similarly, all things that need to be built require a certain amount of Production points to accomplish. Once you start working on a project (building a building, training a unit, etc.) in a city, the totality of its {{production5}} PPs + any bonuses applicable are applied each turn towards completing it, and when the total amount is reached, the project is accomplished and you may start another one.
 
   
 
If your civilization is [[Happiness (Civ5)|unhappy]], {{Production5}} Production in each of your cities lowers by 2% per point of {{Unhappiness5}} Unhappiness. On the other hand, during a [[Golden age (Civ5)|Golden Age]], all cities receive a 20% {{Production5}} Production increase.
As with researching technologies, you can start and stop a project as many times as you want, then later restart it from the same point where you stopped.
 
   
  +
{{Production5}} Production is applied to whatever the city is building at the start of that player's turn. If production is changed between turns using the circle with the item's picture on the right of the city's bar before their player's turn starts, production will be applied to the new item instead.
There are a number of special production bonuses in the game, which apply only for certain types of projects. For example the [[Forge (Civ5)|Forge]] provides a Production bonus when training Land units in a city, but not for Naval units, or for building construction. The [[Windmill (Civ5)|Windmill]], on the other hand, applies a bonus when constructing buildings, but not when training units. Keep track of your city's potential and use it to their maximum.
 
   
  +
When you are producing a particular unit and you happen to research the technology necessary to access its next-generation equivalent, your city will automatically switch to the new unit in mid-production. All progress is transferred to the new unit (so you don't lose any PPs), but since higher-level units require more PPs in general, it will take more turns to finish the unit than you anticipated.
- '''Note''': If your civilization is [[Happiness (Civ5)|unhappy]], production in each of your cities lowers. Also, during a [[Golden age (Civ5)|Golden age]] all cities enjoy a 20% Production increase.
 
   
==Sources of production==
+
==Sources of Production==
The most important source of {{production5}} is the land. Many terrain types and relief features (such as Hills) have inherent production potential, which adds to the city total when their tiles are worked. Improvements built on the land, such as mines, increase the Production potential (although, again, that potential is useless unless worked by the {{population5}} Citizens in that city). Later in the game, technological development is capable of increasing even more the Production potential.
+
The most important source of {{Production5}} Production is the land. Many terrain types and relief features (such as [[Hill (Civ5)|hills]]) have mineral deposits, metals, stones, and other features that represent inherent production potential - this adds directly to the city production total when their tiles are worked. Improvements built on the land, such as [[Mine (Civ5)|Mines]], increase the production potential (although, again, that potential is useless unless worked by the {{Population5}} Citizens in that city). Later in the game, technological development is capable of increasing the production potential even more.
   
===Terrains and terrain features with production potential:===
+
===Terrains and Terrain Features with Production Potential===
 
{| class="wikitable"
 
{| class="wikitable"
 
!Terrain
 
!Terrain
  +
!Potential
!Bonus
 
 
|-
 
|-
|Plains
+
|[[Plains (Civ5)|Plains]]
| +1 PP
+
| 1
 
|-
 
|-
|Hills
+
|[[Hill (Civ5)|Hills]]
  +
| 2 (All hills besides [[Snow (Civ5)|snow]] hills provide this bonus naturally.) 
| +2 PP, regardless of terrain type
 
 
|-
 
|-
|Forests
+
|[[Forest (Civ5)|Forests]]
| +1 PP. Note that you can't chop down the forest, that would alter the tile's features!
+
| 1 (You can chop down the forest, but that will alter the tile's features!)
 
|-
 
|-
 
|[[Atoll (Civ5)|Atolls]]
|Atols
 
| +1 PP
+
| 1
 
|}
 
|}
   
===Tile improvements that boost production===
+
===Tile Improvements That Boost Production===
 
{| class="wikitable"
 
{| class="wikitable"
 
!Improvement
 
!Improvement
  +
!Production boost
!Bonus
 
 
|-
 
|-
 
|[[Mine (Civ5)|Mine]]
 
|[[Mine (Civ5)|Mine]]
 
| +1, +2 with [[Chemistry (Civ5)|Chemistry]]
 
| +1, +2 with [[Chemistry (Civ5)|Chemistry]]
 
|-
 
|-
|[[Lumber mill (Civ5)|Lumber mill]]
+
|[[Lumber Mill (Civ5)|Lumber Mill]]
| +1, +2 with [[Scientific theory (Civ5)|Scientific Theory]]
+
| +1, +2 with [[Scientific Theory (Civ5)|Scientific Theory]]
 
|-
 
|-
 
|[[Pasture (Civ5)|Pasture]]
 
|[[Pasture (Civ5)|Pasture]]
Line 58: Line 62:
 
| +1
 
| +1
 
|-
 
|-
|[[Oil well (Civ5)|Oil well]]
+
|[[Oil Well (Civ5)|Oil Well]]
 
| +3
 
| +3
 
|-
 
|-
|[[Offshore platform (Civ5)|Offshore platform]]
+
|[[Offshore Platform (Civ5)|Offshore Platform]]
 
| +3
 
| +3
 
|-
 
|-
 
|[[Manufactory (Civ5)|Manufactory]]
 
|[[Manufactory (Civ5)|Manufactory]]
| +4, +5 with Chemistry, +10 by adopting all policies in the Freedom tree
+
| +4, +5 with Chemistry, +10 by adopting all policies in the Freedom tree (vanilla only)
 
|}
 
|}
   
 
===Natural Resources That Boost Production===
Many Resources add to the Production potential of their tiles. The Improvements that allow access to them may also contribute to increased Production. Try to access those first, as they will give you early benefits.
+
Many resources add to the production potential of their tiles. The improvements that allow access to them may also contribute to increased {{Production5}} Production. Try to access those first, as they will give you early benefits.
===Natural Resources that boost production===
 
  +
 
{| class="wikitable"
 
{| class="wikitable"
 
!Resource
 
!Resource
  +
!Production boost
!Bonus
 
 
|-
 
|-
|[[Horses (Civ5)|Horses]]
+
|[[Stone (Civ5)|Stone]]
 
| +1
 
| +1
 
|-
 
|-
  +
|[[Horses (Civ5)|Horses]]
|[[Stone]]
 
 
| +1
 
| +1
 
|-
 
|-
Line 84: Line 89:
 
|-
 
|-
 
|[[Marble (Civ5)|Marble]]
 
|[[Marble (Civ5)|Marble]]
| +2 with quarry
+
| +2 with [[Quarry (Civ5)|Quarry]]
 
|-
 
|-
 
|[[Iron (Civ5)|Iron]]
 
|[[Iron (Civ5)|Iron]]
Line 99: Line 104:
 
|}
 
|}
   
 
===Buildings That Provide Production===
The second big source of Production are buildings, such as a [[Factory (Civ5)|factory]]. Besides providing additional PPs in your main city tile, buildings also boost total Production in a city by a percentage. And, some of them provide Engineer specialist slots, which are additional sources of {{production5}}.
+
The second major source of {{Production5}} Production are buildings, such as a [[Factory (Civ5)|Factory]] - they provide facilities, tool shops, and later machines which all increase the abilities of a city to produce stuff. Besides providing additional PPs in your main city tile, buildings also boost total {{Production5}} Production in a city by a percentage. And, some of them provide Engineer specialist slots, which are additional sources of {{Production5}} Production (+2 PP per Engineer).
Also, certain buildings are capable of adding {{production5}} to tiles worked by this city. For example, [[Harbor (Civ5)|the Harbor]] adds 1 PP to all Sea resources worked by the city. Note that this benefit is only enjoyed if the relevant tile is worked, thought.
 
  +
 
Also, certain buildings are capable of adding {{Production5}} Production to tiles worked by this city. For example, the Lighthouse adds 1 PP to all sea resources worked by the city. Note that this benefit is only enjoyed if the relevant tile is worked, though.
   
===Buildings that provide production===
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!Era
 
!Era
Line 110: Line 116:
 
|-
 
|-
 
| [[Ancient era (Civ5)|Ancient]]
 
| [[Ancient era (Civ5)|Ancient]]
| [[Stone works (Civ 5)|Stone works]]
+
| [[Stone Works (Civ5)|Stone Works]]
 
| +1
 
| +1
| City must have improved [[marble (Civ5)|marble]]/[[stone (Civ5)|stone]] nearby, city cannot be on [[Plains (Civ5)|plains]]
+
| City must have an improved {{Marble5}} Marble or {{Stone5}} Stone nearby, city cannot be on [[Plains (Civ5)|plains]]
 
|-
 
|-
 
| [[Ancient era (Civ5)|Ancient]]
 
| [[Ancient era (Civ5)|Ancient]]
| [[Water mill (Civ5)|Water mill]]
+
| [[Water Mill (Civ5)|Water Mill]]
 
| +1
 
| +1
| City must be built next to a river
+
| City must be built next to a [[Rivers (Civ5)|river]]
 
|-
 
|-
 
| [[Classical era (Civ5)|Classical]]
 
| [[Classical era (Civ5)|Classical]]
 
| [[Stable (Civ5)|Stable]]
 
| [[Stable (Civ5)|Stable]]
| +15% when building mounted units, +1 on each [[Horses (Civ5)|horse]], [[cow]], and [[Sheep (Civ5)|sheep]]
+
| +15% when building mounted units, +1 on each {{Horse5}} Horses, {{Cattle5}} Cattle, and {{Sheep5}} Sheep
  +
| City must have an improved {{Horse5}} Horses, {{Cattle5}} Cattle, or {{Sheep5}} Sheep nearby
| must have one of the previous resources near the city
 
 
|-
 
| [[Classical era (Civ5)|Classical]]
  +
| {{BNW}} [[Lighthouse (Civ5)|Lighthouse]]
  +
| +1 on sea resources worked by this city
  +
| City must be on the [[Coast (Civ5)|coast]]
 
|-
 
|-
 
| [[Medieval era (Civ5)|Medieval]]
 
| [[Medieval era (Civ5)|Medieval]]
 
| [[Forge (Civ5)|Forge]]
 
| [[Forge (Civ5)|Forge]]
| +15% when building land units, +1 production on improved [[Iron (Civ5)|iron]]
+
| +15% when building land units, +1 on improved {{Iron5}} Iron
| City must have improved iron nearby
+
| City must have an improved {{Iron5}} Iron nearby
 
|-
 
|-
 
| [[Medieval era (Civ5)|Medieval]]
 
| [[Medieval era (Civ5)|Medieval]]
Line 133: Line 144:
 
| +2, +10%
 
| +2, +10%
 
|
 
|
 
|-
  +
| [[Medieval era (Civ5)|Medieval]]
  +
| [[Longhouse (Civ5)|Longhouse]]
 
| +2, +1 from each worked [[Forest (Civ5)|forest]]
 
| [[Iroquois (Civ5)|Iroquois]] unique building, replacing Workshop
 
|-
 
|-
 
| [[Medieval era (Civ5)|Medieval]]
 
| [[Medieval era (Civ5)|Medieval]]
 
| [[Harbor (Civ5)|Harbor]]
 
| [[Harbor (Civ5)|Harbor]]
 
| +1 on sea resources worked by city
 
| +1 on sea resources worked by city
  +
| City must be on the coast
|
 
|-
 
| [[Medieval era (Civ5)|Medieval]]
 
| [[Longhouse (Civ5)|Longhouse]]
 
| +2, +1 from each worked forest
 
| replaces workshop, [[Iroquois (Civ5)|Iroquois]] building
 
 
|-
 
|-
 
| [[Renaissance era (Civ5)|Renaissance]]
 
| [[Renaissance era (Civ5)|Renaissance]]
 
| [[Seaport (Civ5)|Seaport]]
 
| [[Seaport (Civ5)|Seaport]]
 
| +1 on sea resources worked by city
 
| +1 on sea resources worked by city
  +
| City must be on the coast
|
 
 
|-
 
|-
 
| [[Renaissance era (Civ5)|Renaissance]]
 
| [[Renaissance era (Civ5)|Renaissance]]
 
| [[Windmill (Civ5)|Windmill]]
 
| [[Windmill (Civ5)|Windmill]]
 
| +2, +10% when building buildings
 
| +2, +10% when building buildings
  +
| City cannot be on [[Hill (Civ5)|hills]]
|
 
 
|-
  +
| [[Renaissance era (Civ5)|Renaissance]]
  +
| [[Coffee House (Civ5)|Coffee House]]
  +
| +2, +5%
  +
| [[Austrian (Civ5)|Austrian]] unique building, replacing Windmill
 
|-
 
|-
 
| [[Industrial era (Civ5)|Industrial]]
 
| [[Industrial era (Civ5)|Industrial]]
 
| [[Factory (Civ5)|Factory]]
 
| [[Factory (Civ5)|Factory]]
 
| +4, +10%
 
| +4, +10%
  +
| Requires 1 {{Coal5}} Coal
| requires 1 coal
 
 
|-
 
|-
 
| [[Modern era (Civ5)|Modern]]
 
| [[Modern era (Civ5)|Modern]]
| [[Hydro plant (Civ5)|Hydro plant]]
+
| [[Hydro Plant (Civ5)|Hydro Plant]]
 
| +1 in all tiles beside rivers
 
| +1 in all tiles beside rivers
| requires 1 [[Aluminum (Civ5)|aluminum]], must be built next to a river
+
| Requires 1 {{Aluminum5}} Aluminum, city must be built next to a river
 
|-
 
|-
 
| [[Modern era (Civ5)|Modern]]
 
| [[Modern era (Civ5)|Modern]]
| [[Nuclear plant (Civ5)|Nuclear plant]]
+
| [[Nuclear Plant (Civ5)|Nuclear Plant]]
 
| +5, +15%
 
| +5, +15%
  +
| Requires 1 {{Uranium5}} Uranium, city cannot have a Solar Plant
| requires 1 [[Uranium (Civ5)|uranium]], no solar plant in the city
 
 
|-
 
|-
 
| [[Modern era (Civ5)|Modern]]
 
| [[Modern era (Civ5)|Modern]]
| [[Solar plant (Civ5)|Solar plant]]
+
| [[Solar Plant (Civ5)|Solar Plant]]
 
| +5, +15%
 
| +5, +15%
| must be built on or next to [[Desert (Civ5)|desert]], no nuclear plant in the city
+
| City must be built on or next to [[Desert (Civ5)|desert]], city cannot have a Nuclear Plant
 
|-
 
|-
 
| [[Modern era (Civ5)|Modern]]
 
| [[Modern era (Civ5)|Modern]]
| [[Spaceship factory (Civ5)|Spaceship Factory]]
+
| [[Spaceship Factory (Civ5)|Spaceship Factory]]
| +50% when building [[spaceship (Civ5)|spaceship]] parts
+
| +50% when building [[Spaceship (Civ5)|spaceship]] parts
  +
| Requires 1 {{Aluminum5}} Aluminum
| requires 1 aluminum
 
 
|}
 
|}
   
===Wonders that provide production===
+
===Wonders That Provide Production===
 
{| class="wikitable"
 
{| class="wikitable"
 
!Wonder
 
!Wonder
Line 188: Line 204:
 
|[[Ironworks (Civ5)|Ironworks]]
 
|[[Ironworks (Civ5)|Ironworks]]
 
| +8
 
| +8
|requires a workshop in all cities
+
|Requires a [[Workshop (Civ5)|Workshop]] in all cities
 
|-
 
|-
 
|[[Temple of Artemis (Civ5)|Temple of Artemis]]
 
|[[Temple of Artemis (Civ5)|Temple of Artemis]]
Line 197: Line 213:
 
In addition to those, certain [[Natural wonder (Civ5)|Natural wonders]] also have Production potential.
 
In addition to those, certain [[Natural wonder (Civ5)|Natural wonders]] also have Production potential.
   
  +
=== Engineer Specialists ===
And finally, certain Social policies affect production:
 
  +
Each Engineer you assign to work in one of your special buildings (such as the [[Workshop (Civ5)|Workshop]]) will add +2 {{Production5}} Production to the city base.
  +
  +
===Social Policies That Affect Production===
 
And finally, certain social policies affect production:
   
===Social policies that affect production===
 
 
{| class="wikitable"
 
{| class="wikitable"
 
!Policy
 
!Policy
  +
!Tree
!Branch
 
 
!Era
 
!Era
 
!Requirements
 
!Requirements
 
!Effect
 
!Effect
 
|-
 
|-
|Aristocracy
+
|[[Aristocracy (Civ5)|Aristocracy]]
|Tradition
+
|[[Tradition (Civ5)|Tradition]]
 
|''none''
 
|''none''
 
|''none''
 
|''none''
| +15% production when building wonders
+
| +15% {{Production5}} Production when building wonders
 
|-
 
|-
|Republic
+
|[[Republic (Civ5)|Republic]]
|Liberty
+
|[[Liberty (Civ5)|Liberty]]
 
|''none''
 
|''none''
 
|''none''
 
|''none''
| +1 Production in every City and +5% Production in cities when constructing buildings
+
| +1 {{Production5}} Production in every City and +5% {{Production5}} Production in cities when constructing buildings
 
|-
 
|-
|Collective Rule
+
|[[Collective Rule (Civ5)|Collective Rule]]
|Liberty
+
|[[Liberty (Civ5)|Liberty]]
 
|''none''
 
|''none''
|Republic
+
|[[Republic (Civ5)|Republic]]
|Settler production doubled in capital
+
|[[Settler (Civ5)|Settler]] production doubled
 
|-
 
|-
|Warrior Code
+
|[[Warrior Code (Civ5)|Warrior Code]]
|Honor
+
|[[Honor (Civ5)|Honor]]
 
|''none''
 
|''none''
 
|''none''
 
|''none''
| +15% when training melee units
+
| +15% {{Production5}} Production when training melee units
 
|-
 
|-
 
|Communism
 
|Communism
Line 235: Line 254:
 
|[[Industrial era (Civ5)|Industrial]]
 
|[[Industrial era (Civ5)|Industrial]]
 
|Socialism
 
|Socialism
| +2 Production per City and +10% Production when constructing Buildings
+
| +2 {{Production5}} Production per City and +1 {{Production5}} Production per [[Mine (Civ5)|Mine]] and [[Quarry (Civ5)|Quarry]]
 
|-
 
|-
|Total War
+
|[[Total War (Civ5)|Total War]]
 
|Autocracy
 
|Autocracy
 
|[[Industrial era (Civ5)|Industrial]]
 
|[[Industrial era (Civ5)|Industrial]]
 
|Police State, Fascism
 
|Police State, Fascism
| +15% Production when building Military Units
+
| +25% {{Production5}} Production when building Military Units
 
|-
 
|-
|Merchant Navy
+
|[[Merchant Navy (Civ5)|Merchant Navy]]
|Commerce
+
|[[Commerce (Civ5)|Commerce]]
 
|[[Medieval era (Civ5)|Medieval]]
 
|[[Medieval era (Civ5)|Medieval]]
|Naval Tradition
+
|[[Naval Tradition (Civ5)|Naval Tradition]]
| +3 Production in all coastal Cities
+
| +3 {{Production5}} Production in all [[Coastal (Civ5)|coastal]] Cities
 
|}
 
|}
''Notes:''
 
*''Adopting Piety reduces the time to build Culture buildings by 15%'' (vanilla Civilization 5 only)
 
* {{GK}} Adopting Piety reduces the Production cost of [[Shrine (Civ5)|Shrines]] and [[Temple (Civ5)|Temples]] in half
 
*''Adopting all Policies in the Order tree will grant +1 Production per city''
 
   
 
'''Notes:'''
Last, but not least, cutting down a [[Forest (Civ5)|Forest]] gives the nearest city an instant boost of some PPs towards whatever it's happened to be working on. You can use this strategically.
 
  +
 
*Adopting [[Piety (Civ5)|Piety]] reduces the time to build Culture buildings by 15%. (Vanilla ''[[Civilization V]]'' only)
 
* {{GK}} Adopting Piety reduces the Production cost of [[Shrine (Civ5)|Shrines]] and [[Temple (Civ5)|Temples]] in half.
 
*Adopting all Social Policies in the Order tree will grant +1 {{Production5}} Production per city. (Vanilla and {{GK}} only)
  +
*{{BNW}} With the introduction of the [[Ideology (Civ5)|Ideology]] system, Order and Autocracy are no longer Social Policy trees and the bonus from Communism is transferred to [[Five-Year Plan (Civ5)|Five-Year Plan]].
  +
 
Last, but not least, cutting down a [[Forest (Civ5)|forest]] gives the nearest city an instant boost of some PPs towards whatever it happens to be working on. You can use this strategically - for example, to boost the building of a Wonder.
  +
 
==Converting Production==
 
==Converting Production==
After researching [[Guilds (Civ5)|Guilds]] and [[Education (Civ5)|Education]], your cities gain the ability to convert PPs into {{gold5}} Gold, or {{science5}} Science points. The city's production power (workshops, engineers, craftsmen, etc) is loaned to either merchants, or scientists to aid them in their activities.
+
After researching [[Guilds (Civ5)|Guilds]] and [[Education (Civ5)|Education]], your cities gain the ability to convert {{Production5}} Production into {{Gold5}} Gold, or {{Science5}} Science. That means the city's production power (workshops, engineers, craftsmen, etc.) is loaned to either merchants or scientists to aid them in their activities, instead of producing buildings or units.
   
25% of the total Production potential of the city is then turned into respectively Gold coins, or science points. For example, if a city has 40 PP potential, it will produce 10 gold or science per turn. The process is continuous - once assigned, the city will produce gold/science until you change the Production.
+
25% of the total {{Production5}} Production potential of the city is then turned into respectively gold coins, or science points. For example, if a city has 40 PP potential, it will produce 10 {{Gold5}} Gold or {{Science5}} Science per turn. The process is continuous - once assigned, the city will produce gold/science until you change the production.
   
 
Conversion is an alternate way of occupying your city with something, if you can't think of anything else useful you can build right then. Or, of course, you're desperate for some cash, or if your tech progress is turtle-speed.
 
Conversion is an alternate way of occupying your city with something, if you can't think of anything else useful you can build right then. Or, of course, you're desperate for some cash, or if your tech progress is turtle-speed.
  +
  +
Be aware that the extreme inefficiency of the conversion means that, in most cases, it is more worthwhile to spend your hammers on something else. Use the conversion if you think you are more or less guaranteed peace, you need to time a tech/purchase, or can shave a critical turn off a tech/purchase by doing so.
   
 
==Strategy==
 
==Strategy==
Managing Production is one of the most important parts of the game. Without Production potential, a city will take literally for ever to build even the most basic stuff (a [[Granary (Civ5)|Granary]], for example). If you don't want this to happen, think ahead of time.
+
Managing {{Production5}} Production is one of the most important parts of the game. Without production potential, a city will take forever to build even the most basic stuff (a [[Granary (Civ5)|Granary]], for example). If you don't want this to happen, think ahead of time.
   
First, you have to keep in mind that each city has their individual features, affecting Production, and if you want to maximize its potential, you'll need to manage each city individually.
+
First, you have to keep in mind that each city has its individual features, affecting {{Production5}} Production, and if you want to maximize its potential, you'll need to manage each city individually.
   
Next, you need to familiarize yourself with all game details described above, which affect Production. You can't expect a city to produce stuff fast if you haven't assigned any Citizens to work tiles with {{production5}} potential. So, start planning for that from the very start - from choosing a place to settle your city.
+
Next, you need to familiarize yourself with all game details described above, which affect Production. You can't expect a city to produce stuff fast if you haven't assigned any {{Population5}} Citizens to work tiles with production potential. Of course, you can use the automatic manager, setting it to concentrate on {{Production5}} Production, but that won't help much if the city doesn't have any sources of {{Production5}} Production to start with. So, start planning for that from the very start - from choosing a place to settle your city.
   
When doing this, think - you'll need some ways to boost production, if you don't want your city to just be a territory-enhancer. Try to settle it in an area with at least one-two Hills nearby (those are the most ready {{Production5}} - providers, or with Resources which will add to Production. In the case of a Coastal city, look for Sea Resources, and try to build [[Harbor (Civ5)|Harbor]] and [[Seaport (Civ5)|Seaport]] ASAP (they add {{Production5}} potential to resources). Regardless, you won't be able to always make cities with lots of Production potential - sometimes getting access to other Resources from the land is more important. In those cases, look to enhance Production by constructing the relevant Buildings ASAP.
+
When doing this, think - you'll need some ways to boost production, if you don't want your city to just be a territory-enhancer. Try to settle it in an area with at least one or two hills nearby (those are the most ready {{Production5}} Production enhancers), or with resources which will add to {{Production5}} Production. In the case of a [[Coastal (Civ5)|coastal]] city, look for sea resources, and try to build a [[Harbor (Civ5)|Harbor]] (or [[Lighthouse (Civ5)|Lighthouse]] in ''[[Civilization V: Brave New World|Brave New World]]'') and [[Seaport (Civ5)|Seaport]] ASAP - they add {{Production5}} Production potential to resources. Regardless, you won't be able to always make cities with lots of {{Production5}} Production potential - sometimes getting access to other resources from the land is more important. In those cases, look to enhance {{Production5}} Production by constructing the relevant buildings ASAP.
   
Now, you'll find out in the course of the game that you don't need all of your cities to be production-monsters. In the Civilization, you build either Buildings that will enhance your stats (both in this particular city and empire-wise), or you build units and armies. Since the first is related to individual city development, and the second - not (it doesn't matter at all (mostly) where exactly units are created, as long as they ARE created), you can develop the following strategy:
+
Now, you'll find out in the course of the game that you don't need all of your cities to be production-monsters. In the civilization, you build either buildings that will enhance your stats (both in this particular city and empire-wise), or you build units and armies. Since the first is related to individual city development, and the second - not (it doesn't matter at all (mostly) where exactly units are created, as long as they ARE created), you can develop the following strategy:
   
- Select 2 - 3 of your cities and maximize their Production potential (assign Citizens in tiles with {{Production5}}, construct the {{Production5}} - related buildings). One of them should be coastal, for ship-building. Build the special buildings for Unit training ([[Barracks (Civ5)|barracks]], [[Armory (Civ5)|armory]], etc). Then train all your military or civilian units there - they'll get experience up-front, and they'll free the rest of your cities exclusively for constructing buildings for local enhancements.
+
Select 2-3 of your cities and maximize their {{Production5}} Production potential (assign {{Population5}} Citizens in tiles with {{Production5}} Production, construct the {{Production5}} Production-enhancing buildings). One of them should be coastal, for shipbuilding. Build the special buildings for unit training ([[Barracks (Civ5)|Barracks]], [[Armory (Civ5)|Armory]], [[Military Academy (Civ5)|Military Academy]]). Then train all your military or civilian units there - they'll get experience up-front, and they'll free the rest of your cities exclusively for constructing buildings for local enhancements.
   
  +
{{Civ5}}
If you have a city with access to [[Marble (Civ5)|Marble]], you should try to make it a Production center, too, then construct all your Wonders there. They'll get the special marble boost.
 

Revision as of 11:08, 2 August 2018

BackArrowGreen Back to game concepts

Introduction

20xProduction5 Production Production is one of the most important game concepts in Civilization V. Producing stuff (a.k.a. "building," "training" or "constructing") means the ability of cities to generate gameplay units or stationary improvements such as buildings or Projects. In this sense, the term "production" is used to express how much a city is able to build each turn - be it constructing a building, or training a unit, or working on a particular project. Since all these are basic activities in the game, and start from its beginning, you can see that it's of the utmost importance to understand and develop production in your cities.

Note that every city has at least 1 20xProduction5 Production Production point from its main tile, so you can always produce something in it. However, if you only rely on that lone point, your projects in this city will take forever. Make sure you expand your 20xProduction5 Production Production capabilities if you want your city to progress. 

Mechanics

Production is measured in points, as all other stats in the game. Each city generates a certain amount of Production points (PP) per turn, depending on all the sources of 20xProduction5 Production Production it is using currently. A number of special bonuses may apply, either permanently, or related only to the city's current production project.

All things that can be built require a certain amount of 20xProduction5 Production Production points to accomplish. Once you start working on a project (building a building, training a unit, etc.) in a city, the total value of its 20xProduction5 Production Production plus any bonuses applicable are applied each turn towards completing it, and when the total amount is reached, the project is accomplished and you may start another one. Note that you can start and stop a project as many times as you want, then later restart it from the same point where you stopped, just as you can when researching technologies.

There are a number of special production bonuses in the game, which apply only for certain types of projects. For example, the Forge building provides a 20xProduction5 Production Production bonus when training land units in a city, but not for naval units, or for building construction. The Windmill, on the other hand, applies a bonus when constructing buildings, but not when training units. Keep track of your city's potential and use it to their maximum.

If your civilization is unhappy, 20xProduction5 Production Production in each of your cities lowers by 2% per point of Unhappiness (Civ5) Unhappiness Unhappiness. On the other hand, during a Golden Age, all cities receive a 20% 20xProduction5 Production Production increase.

20xProduction5 Production Production is applied to whatever the city is building at the start of that player's turn. If production is changed between turns using the circle with the item's picture on the right of the city's bar before their player's turn starts, production will be applied to the new item instead.

When you are producing a particular unit and you happen to research the technology necessary to access its next-generation equivalent, your city will automatically switch to the new unit in mid-production. All progress is transferred to the new unit (so you don't lose any PPs), but since higher-level units require more PPs in general, it will take more turns to finish the unit than you anticipated.

Sources of Production

The most important source of 20xProduction5 Production Production is the land. Many terrain types and relief features (such as hills) have mineral deposits, metals, stones, and other features that represent inherent production potential - this adds directly to the city production total when their tiles are worked. Improvements built on the land, such as Mines, increase the production potential (although, again, that potential is useless unless worked by the 20xPopulation5 Population Citizens in that city). Later in the game, technological development is capable of increasing the production potential even more.

Terrains and Terrain Features with Production Potential

Terrain Potential
Plains 1
Hills 2 (All hills besides snow hills provide this bonus naturally.) 
Forests 1 (You can chop down the forest, but that will alter the tile's features!)
Atolls 1

Tile Improvements That Boost Production

Improvement Production boost
Mine +1, +2 with Chemistry
Lumber Mill +1, +2 with Scientific Theory
Pasture +1
Camp +1
Quarry +1
Oil Well +3
Offshore Platform +3
Manufactory +4, +5 with Chemistry, +10 by adopting all policies in the Freedom tree (vanilla only)

Natural Resources That Boost Production

Many resources add to the production potential of their tiles. The improvements that allow access to them may also contribute to increased 20xProduction5 Production Production. Try to access those first, as they will give you early benefits.

Resource Production boost
Stone +1
Horses +1
Coal +1
Marble +2 with Quarry
Iron +1
Oil +1
Uranium +1
Aluminum +1

Buildings That Provide Production

The second major source of 20xProduction5 Production Production are buildings, such as a Factory - they provide facilities, tool shops, and later machines which all increase the abilities of a city to produce stuff. Besides providing additional PPs in your main city tile, buildings also boost total 20xProduction5 Production Production in a city by a percentage. And, some of them provide Engineer specialist slots, which are additional sources of 20xProduction5 Production Production (+2 PP per Engineer).

Also, certain buildings are capable of adding 20xProduction5 Production Production to tiles worked by this city. For example, the Lighthouse adds 1 PP to all sea resources worked by the city. Note that this benefit is only enjoyed if the relevant tile is worked, though.

Era Building Production Note
Ancient Stone Works +1 City must have an improved Marble Marble Marble or Stone Stone Stone nearby, city cannot be on plains
Ancient Water Mill +1 City must be built next to a river
Classical Stable +15% when building mounted units, +1 on each Horses Horses Horses, Cattle Cattle Cattle, and Sheep Sheep Sheep City must have an improved Horses Horses Horses, Cattle Cattle Cattle, or Sheep Sheep Sheep nearby
Classical BNW-only Lighthouse +1 on sea resources worked by this city City must be on the coast
Medieval Forge +15% when building land units, +1 on improved Iron Iron Iron City must have an improved Iron Iron Iron nearby
Medieval Workshop +2, +10%
Medieval Longhouse +2, +1 from each worked forest Iroquois unique building, replacing Workshop
Medieval Harbor +1 on sea resources worked by city City must be on the coast
Renaissance Seaport +1 on sea resources worked by city City must be on the coast
Renaissance Windmill +2, +10% when building buildings City cannot be on hills
Renaissance Coffee House +2, +5% Austrian unique building, replacing Windmill
Industrial Factory +4, +10% Requires 1 Coal Coal Coal
Modern Hydro Plant +1 in all tiles beside rivers Requires 1 Aluminum Aluminum Aluminum, city must be built next to a river
Modern Nuclear Plant +5, +15% Requires 1 Uranium Uranium Uranium, city cannot have a Solar Plant
Modern Solar Plant +5, +15% City must be built on or next to desert, city cannot have a Nuclear Plant
Modern Spaceship Factory +50% when building spaceship parts Requires 1 Aluminum Aluminum Aluminum

Wonders That Provide Production

Wonder Production Requirement
Ironworks +8 Requires a Workshop in all cities
Temple of Artemis +15% ranged unit production Archery

In addition to those, certain Natural wonders also have Production potential.

Engineer Specialists

Each Engineer you assign to work in one of your special buildings (such as the Workshop) will add +2 20xProduction5 Production Production to the city base.

Social Policies That Affect Production

And finally, certain social policies affect production:

Policy Tree Era Requirements Effect
Aristocracy Tradition none none +15% 20xProduction5 Production Production when building wonders
Republic Liberty none none +1 20xProduction5 Production Production in every City and +5% 20xProduction5 Production Production in cities when constructing buildings
Collective Rule Liberty none Republic Settler production doubled
Warrior Code Honor none none +15% 20xProduction5 Production Production when training melee units
Communism Order Industrial Socialism +2 20xProduction5 Production Production per City and +1 20xProduction5 Production Production per Mine and Quarry
Total War Autocracy Industrial Police State, Fascism +25% 20xProduction5 Production Production when building Military Units
Merchant Navy Commerce Medieval Naval Tradition +3 20xProduction5 Production Production in all coastal Cities

Notes:

  • Adopting Piety reduces the time to build Culture buildings by 15%. (Vanilla Civilization V only)
  • GodsKings5 clear Adopting Piety reduces the Production cost of Shrines and Temples in half.
  • Adopting all Social Policies in the Order tree will grant +1 20xProduction5 Production Production per city. (Vanilla and GodsKings5 clear only)
  • BNW-only With the introduction of the Ideology system, Order and Autocracy are no longer Social Policy trees and the bonus from Communism is transferred to Five-Year Plan.

Last, but not least, cutting down a forest gives the nearest city an instant boost of some PPs towards whatever it happens to be working on. You can use this strategically - for example, to boost the building of a Wonder.

Converting Production

After researching Guilds and Education, your cities gain the ability to convert 20xProduction5 Production Production into Gold Gold Gold, or Science Science Science. That means the city's production power (workshops, engineers, craftsmen, etc.) is loaned to either merchants or scientists to aid them in their activities, instead of producing buildings or units.

25% of the total 20xProduction5 Production Production potential of the city is then turned into respectively gold coins, or science points. For example, if a city has 40 PP potential, it will produce 10 Gold Gold Gold or Science Science Science per turn. The process is continuous - once assigned, the city will produce gold/science until you change the production.

Conversion is an alternate way of occupying your city with something, if you can't think of anything else useful you can build right then. Or, of course, you're desperate for some cash, or if your tech progress is turtle-speed.

Be aware that the extreme inefficiency of the conversion means that, in most cases, it is more worthwhile to spend your hammers on something else. Use the conversion if you think you are more or less guaranteed peace, you need to time a tech/purchase, or can shave a critical turn off a tech/purchase by doing so.

Strategy

Managing 20xProduction5 Production Production is one of the most important parts of the game. Without production potential, a city will take forever to build even the most basic stuff (a Granary, for example). If you don't want this to happen, think ahead of time.

First, you have to keep in mind that each city has its individual features, affecting 20xProduction5 Production Production, and if you want to maximize its potential, you'll need to manage each city individually.

Next, you need to familiarize yourself with all game details described above, which affect Production. You can't expect a city to produce stuff fast if you haven't assigned any 20xPopulation5 Population Citizens to work tiles with production potential. Of course, you can use the automatic manager, setting it to concentrate on 20xProduction5 Production Production, but that won't help much if the city doesn't have any sources of 20xProduction5 Production Production to start with. So, start planning for that from the very start - from choosing a place to settle your city.

When doing this, think - you'll need some ways to boost production, if you don't want your city to just be a territory-enhancer. Try to settle it in an area with at least one or two hills nearby (those are the most ready 20xProduction5 Production Production enhancers), or with resources which will add to 20xProduction5 Production Production. In the case of a coastal city, look for sea resources, and try to build a Harbor (or Lighthouse in Brave New World) and Seaport ASAP - they add 20xProduction5 Production Production potential to resources. Regardless, you won't be able to always make cities with lots of 20xProduction5 Production Production potential - sometimes getting access to other resources from the land is more important. In those cases, look to enhance 20xProduction5 Production Production by constructing the relevant buildings ASAP.

Now, you'll find out in the course of the game that you don't need all of your cities to be production-monsters. In the civilization, you build either buildings that will enhance your stats (both in this particular city and empire-wise), or you build units and armies. Since the first is related to individual city development, and the second - not (it doesn't matter at all (mostly) where exactly units are created, as long as they ARE created), you can develop the following strategy:

Select 2-3 of your cities and maximize their 20xProduction5 Production Production potential (assign 20xPopulation5 Population Citizens in tiles with 20xProduction5 Production Production, construct the 20xProduction5 Production Production-enhancing buildings). One of them should be coastal, for shipbuilding. Build the special buildings for unit training (Barracks, Armory, Military Academy). Then train all your military or civilian units there - they'll get experience up-front, and they'll free the rest of your cities exclusively for constructing buildings for local enhancements.

Civilization V [edit]
Gods & KingsBrave New World
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† Only in vanilla Civ5
‡ Only in Gods & Kings and Brave New World