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Civ6Production Production is one of the main statistics in Civilization VI. It is the measure by which cities build units, buildings, District (Civ6) Districts, and Wonders and complete projects. As such it is as important as Civ6Food Food, since it determines the speed with which any city builds things.

Mechanics Edit

Each thing a city may build costs a certain amount of Civ6Production Production points. In most cases the amounts are stable (i.e. the same thing costs the same amount of Civ6Production Production, regardless of what happens), but there are cases where Civ6Production Production costs scale up (notably this is the case with district costs). In all cases the game shows this production cost as a number of turns needed to complete the thing, but if you look more closely at the tooltips you can see the Production Point cost itself.

To produce anything, the city has to put it in its Production queue. Then, at the end of each turn, the city contributes its Civ6Production Production power to the project until it is finished. Under normal circumstances, this happens at the beginning of a turn (because the last contribution would have been at the end of the previous turn), but there are certain cases when a project may be finished in the middle of a turn thanks to an action you take (e.g. harvesting a resource or removing a terrain feature).

Projects (and units, buildings, or anything else that the city produces) may be left half-finished. Progress is not lost; it is simply stalled while the city turns its production facilities to something else. It may later be retaken from the point where it was abandoned.

There are many bonuses which may apply to certain types of building projects, but not to others. The most common case is city-state production contributions: Militaristic City-States aid unit production, but nothing else; Industrial City-States aid building, wonder, and project production, but not unit production. These special bonuses apply after the project is started, and thus you may see a discrepancy between the number of turns estimated to finish something, and the real number of turns it takes.

There are also many Policy Cards which affect Civ6Production Production, and again most of them only apply to certain kind of projects. Their Civ6Production Production boosts are taken into account in estimates, and thus you shouldn't see discrepancies.

Production Overflow Edit

Overflow can happen during feature removal (Woods, Rainforest) or resource harvesting (Stone (Civ6) Stone) and to a smaller extent at the end of player turns. If the Civ6Production Production gain is enough to finish the current unit or building the remaining overflow will go into the next item.

Prior to the Gathering Storm expansion, any overflow gained while using Civ6Production Production-enhancing policies was kept (e.g. 50% for Melee and Ranged units with Agoge, 100% for Walls with Limes, 100% for ships with Maritime Industries). This allowed for strange situations where players would build units or Walls to 1 turn before chopping with the policies active to generate very large Civ6Production Production overflows into more valuable projects like Districts and Wonders. This has since been changed, and now all overflow gained from Policy Cards is lost if the unit or building is completed. This makes chopping effective only for expensive items that can fully benefit from the bonus provided by the Policy Card.

This means there are 3 situations the player might find themselves in when using a Builder to remove a feature or harvest a resource while using Civ6Production Production-enhancing policies:

  • If the policy-enhanced Civ6Production Production is not enough to finish the current unit or building, the policy is fully effective.
  • If the base Civ6Production Production is enough to finish the current unit or building WITHOUT the policy card, the policy will have no effect as the overflow is not carried over (but overflow from the base Civ6Production Production will, of course, carry over).
  • If the Civ6Production Production is enough to finish the current unit or building only WITH the policy card, the policy is partially effective in that it helped finish the current project, but the next project will have no overflow.

For example, with 220 Civ6Production Production Medieval Walls, the Limes Policy Card and a 100 Civ6Production Production chop:

Civ6Production Production toward Walls Overflow Efficiency
0/220 0 (200/220 Civ6Production Production) 100%
20/220 0 100%
60/220 0 60%
90/220 0 30%
120/220 0 0%
160/220 40 0%
219/220 99 0%

Note that base overflow available for next item can be enhanced by Policy Cards. (Chop a nearly completed unit and start Walls with Limes slotted.)

Note that the same is true with Great Engineers that provide Wonder Civ6Production Production.


Civ6Production Production is obtained from a wide range of sources. The first and most powerful is terrain and its resources, worked by Citizen6 Citizens. This is usually the very first source of Civ6Production Production for a new city - and for quite some time, the only one, apart from Policy Cards.

Terrain Edit

Terrain and its features grant base Civ6Production Production yields when worked. However, Civ6Production Production potential is found less often than Civ6Food Food, and consequently may be considered more valuable. Only one base terrain, Plains, has 1 Civ6Production Production potential, but two very common features add 1 Civ6Production Production to any base terrain: Hills and Woods. It is a common mistake to assume that Rainforest also gives Civ6Production Production yield, when in fact they yield Civ6Food Food; however, they are always found on Plains, and the Civ6Production Production comes from that base terrain (despite the fact that Rainforests yield both Civ6Production Production and Civ6Food Food when cut down).

In Gathering Storm, Civ6Production Production can be granted to various types of base terrain when they get hit by Floods, Volcanic Eruptions and most Storms via the process known as 'fertilization'.


Many resources grant bonus Civ6Production Production yields, with Strategic Resources contributing the most. These are:

Stone (Civ6) Stone, Horses (Civ6) Horses, Niter (Civ6) Niter, Coal (Civ6) Coal, Oil (Civ6) Oil, Uranium (Civ6) Uranium, and Gypsum (Civ6) Gypsum grant additional Civ6Production Production with their respective tile improvements.

Tile ImprovementsEdit

The Mine is one of the basic tile improvements and is specifically dedicated to boosting Civ6Production Production. It can be built both on resources and Hills of any kind, which makes it very versatile. Also, its Civ6Production Production bonuses are the best of any improvement, and become available the earliest:

Other tile improvements also grant Civ6Production Production bonuses, albeit less than the Mine. They are also restricted to particular resources. These tile improvements are:

Districts and Buildings Edit

Next, the Industrial Zone district is focused entirely on Civ6Production Production: its adjacency bonuses, building yields and Specialists all increase Civ6Production Production. In addition, the Factory and the Power Plant extend their Civ6Production Production bonus to other cities within 6 tiles. (In Gathering Storm this is not valid for the Coal Power Plant, whose Civ6Production Production bonus applies only to its own city.)

Other districts also aid Civ6Production Production, although this isn't their main focus. Encampment district buildings grant Civ6Production Production yields, albeit smaller than those of the Industrial Zone. Also, Specialized Citizens there yields +1 Civ6Production Production each. The Harbor's Shipyard also grants bonus Civ6Production Production equal to the Civ6Gold Gold adjacency bonus of its district. Finally, the Aerodrome's buildings both yield bonus Civ6Production Production.

As mentioned above, Industrial and Militaristic city-states grant up to +4 Civ6Production Production in every Industrial Zone/Encampment district (plus an additional +2 in the Capital6 Capital), based on the number of Envoy6 Envoys assigned to that particular city-state.

Trade Routes Edit

TradeRoute6 Trade Routes are another common source of Civ6Production Production. Any domestic route contributes, but so do international ones, as long as the destination city has Civ6Production Production-providing districts such as Encampments, Harbors, Commercial Hubs, and Industrial Zones. TradeRoute6 Trade Routes can significantly boost a city's Civ6Production Production and be the saving grace of cities built in plains with no resources to mine nearby. Coastal cities, too, often have troubles with Civ6Production Production, and could use TradeRoute6 Trade Routes to help.

Religious BeliefsEdit

Some religious beliefs grant respective Civ6Production Production bonuses, including:


There are several Wonders that grant Civ6Production Production boosts upon completion. These include:

There are also natural wonders that provide Civ6Production Production:

Policy CardsEdit

Many Policy Cards grant bonus Civ6Production Production once their conditions are met, but note that most of these only apply to certain things, and only for a certain time period. These include:

Unique BonusesEdit

There are only a few unique pieces of infrastructure and civ/leader abilities that grant special Civ6Production Production bonuses:

  • The unique building of Japan, the Electronics Factory, grants +4 Civ6Production Production and +4 Civ6Production Production to all cities within 6 tiles.
  • The unique building of Poland, the Sukiennice, grants +2 Civ6Production Production for each international TradeRoute6 Trade Route.
  • The unique district of Germany, the Hansa, grants a +1 Civ6Production Production adjacency bonus for being placed next to any resource.
  • The unique tile improvement of Australia, the Outback Station, grants +1 Civ6Production Production. After researching Steam Power, it grants an additional +1 Civ6Production Production bonus for every 2 adjacent Outback Stations.
  • The unique tile improvement of Indonesia, the Kampung, grants +1 Civ6Production Production and an additional +1 Civ6Production Production after researching Civil Engineering.
  • Grand Tour, the civ ability of the French, grants them 20% bonus Civ6Production Production towards Medieval, Renaissance, and Industrial era Wonders.
  • Nkisi, the civ ability of the Kongolese, grants +2 bonus Civ6Production Production from each Relic6 Relic, Artifact6 Artifact, and Sculpture6 Great Work of Sculpture in their civilization.
  • Mother Russia, the civ ability of the Russians, grants +1 bonus Civ6Production Production yield from Tundra tiles in their civilization.
  • Workshop of the World, the civ ability of the English, grants them +20% Civ6Production Production towards Industrial Zone buildings. (GS-Only only)
  • Perpetually on Guard, the leader ability of John Curtin, grants 100% bonus Civ6Production Production for a set number of turns after Australia is targeted for a declaration of war or liberates a city.
  • Grote Rivieren, the civ ability of the Dutch, grants them 50% bonus Civ6Production Production towards Dams and Flood Barriers. (GS-Only only)
  • Pearl of the Danube, the civ ability of the Hungarians, grants them +50% Civ6Production Production for districts and buildings built across a river from a City Center.
  • Mit'a, the civ ability of the Inca, grants them the ability to work Mountain tiles. Mountain tiles provide +2 Civ6Production Production, and +1 Civ6Food Food for each adjacent Terrace Farm.
  • Mana, the civ ability of the Māori, provides +1 Civ6Production Production to unimproved Woods and Rainforests.
  • Ta-Seti, the civ ability of the Nubians, grants them 50% Civ6Production Production toward Ranged units and +1 Civ6Production Production for Mines over strategic resources.
  • Great Turkish Bombard, the civ ability of the Ottomans, grants them +50% Civ6Production Production toward Siege units.
  • Scottish Enlightenment, the civ ability of the Scottish, grants their Happy cities +5% Civ6Production Production. Ecstatic cities double these bonuses.
  • Treasure Fleet, the civ ability of the Spanish, grants their domestic TradeRoute6 Trade Routes between cities on different continents +1 Civ6Production Production.
  • Kandake of Meroë, the leader ability of Amanitore, grants her +20% Civ6Production Production towards District (Civ6) Districts, increasing to +40% Civ6Production Production if there's a Nubian Pyramid adjacent to the City Center.
  • Founder of Carthage, the leader ability of Dido, grants her +50% Civ6Production Production towards District (Civ6) Districts in the city with the Government Plaza.
  • Thunderbolt of the North, the leader ability of Harald Hardrada, grants him +50% Civ6Production Production toward naval melee units.
  • Divine Wind, the leader ability of Hojo Tokimune, grants him +50% Civ6Production Production towards Encampment, Holy Site and Theater Square districts.
  • The First Emperor, the leader ability of Qin Shi Huang, grants him the ability to spend a Builder charge to complete 15% of the Production cost of a Wonder.
  • Bannockburn, the leader ability of Robert the Bruce, grants him +100% Civ6Production Production for the next 10 turns after declaring a War of Liberation.
  • The Last Best West, the leader ability of Wilfrid Laurier, grants his Mines on Tundra, Tundra (Hills), Snow, and Snow (Hills) 1 extra Civ6Production Production.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

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