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Production Production is one of the main statistics in Civilization VI. It is the measure by which cities build units, buildings, District Districts, and Wonders and complete projects. As such it is as important as Food Food, since it determines the speed with which any city builds things. However, unlike Food Food, Production Production can be converted into other statistics like Science Science, Culture Culture, Gold Gold or Faith Faith by completing projects, making Production Production arguably even more important than Food Food, as a city with a large population still cannot produce anything without Production Production.

Mechanics[]

Each thing a city may build costs a certain amount of Production Production points. In most cases the amounts are stable (i.e. the same thing costs the same amount of Production Production, regardless of what happens), but there are cases where Production 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 Production 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 Production Production, and again most of them only apply to certain kind of projects. Their Production Production boosts are taken into account in estimates, and thus you shouldn't see discrepancies.

Production Overflow[]

Overflow can happen during feature removal (Woods, Rainforest) or resource harvesting (Stone Stone) and to a smaller extent at the end of player turns. If the Production 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 Production 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 Production 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 Production Production-enhancing policies:

  • If the policy-enhanced Production Production is not enough to finish the current unit or building, the policy is fully effective.
  • If the base Production 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 Production Production will, of course, carry over).
  • If the Production 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 Production Production Medieval Walls, the Limes Policy Card and a 100 Production Production chop:

Production Production toward Walls Overflow Efficiency
0/220 0 (200/220 Production 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 Production Production.

However, production overflow was fixed in February 2019 Update (Release of Gathering Storm). If you use a policy card that boosts the production of walls +100% (Limes) and are actually building a wall, only the part of the chop that's actually used for the wall is boosted. If you select a land unit next (or have it in the queue), the remainder of the chop only applies normally. But if you have the Limes card and build a land unit while chopping, any leftover from the chop will be boosted if you select a wall next.

Sources[]

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

Terrain[]

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

In Gathering Storm, Production 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'.

Resources[]

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

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

Tile Improvements[]

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

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

Districts and Buildings[]

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

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

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

Trade Routes[]

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

Religious Beliefs[]

Some religious beliefs grant respective Production Production bonuses, including:

Wonders[]

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

There are also natural wonders that provide Production Production:

Policy Cards[]

Many Policy Cards grant bonus Production 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 Bonuses[]

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

  • The unique building of Japan, the Electronics Factory, grants +4 Production Production and +4 Production Production to all cities within 6 tiles.
  • The unique building of Poland, the Sukiennice, grants +2 Production Production for each international Trade Route Trade Route.
  • The unique district of Germany, the Hansa, grants a +1 Production Production adjacency bonus for being placed next to any resource.
  • The unique tile improvement of Australia, the Outback Station, grants +1 Production Production. After researching Steam Power, it grants an additional +1 Production Production bonus for every 2 adjacent Outback Stations.
  • The unique tile improvement of Indonesia, the Kampung, grants +1 Production Production and an additional +1 Production Production after researching Civil Engineering.
  • The unique tile improvement of the Mapuche, the Chemamull, grants +1 Production Production.
  • Grand Tour, the civ ability of the French, grants them 20% bonus Production Production towards Medieval, Renaissance, and Industrial era Wonders.
  • Nkisi, the civ ability of the Kongolese, grants +2 bonus Production Production from each Relic Relic, Artifact Artifact, and Sculpture Great Work of Sculpture in their civilization.
  • Mother Russia, the civ ability of the Russians, grants +1 bonus Production Production yield from Tundra tiles in their civilization.
  • Workshop of the World, the civ ability of the English, grants them +20% Production Production towards Industrial Zone buildings. (GS-Only.png only)
  • Perpetually on Guard, the leader ability of John Curtin, grants 100% bonus Production 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 Production Production towards Dams and Flood Barriers. (GS-Only.png only)
  • Pearl of the Danube, the civ ability of the Hungarians, grants them +50% Production 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 Production Production, and +1 Food Food for each adjacent Terrace Farm.
  • Mana, the civ ability of the Māori, provides +1 Production Production to unimproved Woods and Rainforests.
  • Ta-Seti, the civ ability of the Nubians, grants them 50% Production Production toward Ranged units and +1 Production Production for Mines over strategic resources.
  • Great Turkish Bombard, the civ ability of the Ottomans, grants them +50% Production Production toward Siege units.
  • Scottish Enlightenment, the civ ability of the Scottish, grants their Happy cities +5% Production Production. Ecstatic cities double these bonuses.
  • Toqui, the civ ability of the Mapuche, grants +5% Production Production in cities with established Governors, which is tripled if the city was not founded by the Mapuche.
  • Treasure Fleet, the civ ability of the Spanish, grants their Trade Route Trade Routes +1 Production Production, which is tripled if they travel between continents. It additionally grants 25% bonus Production Production towards districts in cities founded on other continents.
  • Nine Dragon River Delta, the civ ability of the Vietnamese, grants +1 Production Production to buildings in District Districts constructed on Marsh tiles.
  • Kandake of Meroë, the leader ability of Amanitore, grants her +20% Production Production towards District Districts, increasing to +40% Production Production if there's a Nubian Pyramid adjacent to the City Center.
  • Founder of Carthage, the leader ability of Dido, grants her +50% Production Production towards District Districts in the city with the Government Plaza.
  • Thunderbolt of the North, the leader ability of Harald Hardrada, grants him +50% Production Production toward naval melee units.
  • Divine Wind, the leader ability of Hojo Tokimune, grants him +50% Production 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 Production cost of a Wonder.
  • Bannockburn, the leader ability of Robert the Bruce, grants him +100% Production 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 and Lumber Mills on Tundra, Tundra (Hills), Snow, and Snow (Hills) 2 extra Production Production.
Civilization VI Statistics [edit]

Culture CultureDiplomatic Favor Diplomatic Favor GS-Only.pngFaith FaithFood FoodGold GoldPower Power GS-Only.pngProduction ProductionScience ScienceTourism Tourism

GS-Only.png Added in the Gathering Storm expansion pack.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

Lists
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AgendaAge R&F-Only.png (Historic Moment R&F-Only.pngTimeline R&F-Only.png) • BarbariansBoostsBuildingCity (AmenitiesCapitalGovernor R&F-Only.pngHousingLoyalty R&F-Only.pngPopulation) • City-state (EnvoySuzerain) • CivicClimate GS-Only.png (Disaster) • Combat (Air combatCity combatFlanking and SupportZone of control) • Competition GS-Only.pngDifficulty levelDiplomacy (AllianceDiplomatic Visibility and GossipEmergency R&F-Only.pngEspionageGrievances GS-Only.pngWarmongeringWorld Congress GS-Only.png) • DistrictEraGovernmentGreat PeopleGreat WorkImprovementMap (AppealBordersContinentTile) • Natural wonderPolicy cardProjectPromotionReligion (Pantheon) • ResourceSpeedTechnologyTerrainTrade RouteUnit (MovementRangeSightStrength) • VictoryWar wearinessWonder

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GS-Only.png Added in the Gathering Storm expansion pack.

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