Could Someone Give me Advice on Optimizing Production in Civilization VI CivFanatics Forums

Could Someone Give me Advice on Optimizing Production in Civilization VI?

I've been playing Civ VI for a while now and trying to improve my creation strategy. I play on Emperor difficulty as a rule, but in the mid-to-late game, it's not easy to maintain creation, especially when you need to build and maintain a strong army while developing your big city.

I usually focus on building a few key areas in each metropolis, such as industrial zones and shopping malls, to increase my income from creation and gold. I also focus on exploring technologies and civilizations that bring the prices I need for production, and try to build my metropolises in spaces that have access to strategic resources.

But despite these efforts, I often find myself lagging behind my AI opponents in production. I would like to know if there are any specific strategies or recommendations from experienced players to increase my production efficiency. Are there any city plans or district locations that are particularly effective for maximizing production? Are there any major wonders or politicians I should support to increase production?

Any recommendations or insights would be greatly appreciated.

Thank you in advance.

InsidiousMage

Emperor
Joined January 3, 2021 Announcement 1.

First, strategic resources are not yet taken into account, but there are improvements that should be built for you that you have not mentioned. A large urban settlement with more likely access to 3 mines and 4 sawmills will produce more production than a large city with 1 or 1 strategic resource. Second, make sure to use the politician's map that increases creation. And third, watch this video.

Why do people feel obligated to answer questions that have already been answered twice, thrice, or even more?

vorlon_mi

Emperor
Logon October 21, 2004 Post 1. 663 Location Chelsea, Michigan, USA
  1. Pre-mine hilly areas around population centers. It will be important to increase production in the first few years. As you conquer and build more populated areas, mines become more useful.
  2. Cut (or remove, gather) bonus ingredients. He cooks this much more often than I do, and the results are amazing. For strategic resources, build improvements for their development. For luxury resources, make improvements to develop them. But he recommends reducing/removing bonus resources.

Ubuntu speaks about the nature of human existence. It means declaring, "My humanity is intertwined with your humanity, inseparable." We belong to the bundle of life. We speak, "Man becomes man because of other people."

blackbutterfly

Emperor
Posted on: May 9, 2016 Number of posts: 1. 858 Location: Leeds, UK

Just get a tile with a capacity of 50 or more.

Disgustipated

Deity
Sneld Posted on November 14, 2006 11.

I mostly do the adjacency price of industrial zones. After this, I insert an artisan map, and later a 5-year project. For example, I like grand engineers, so I like that. If miracles are needed for you, try restoring something that expands miracles. For example, in this IRG, there are a lot of great engineers, which I like. Korolev of the Galactic Race is great every time. Because this magic just nets and assigns auxiliary costs to grand engineers. This is quite possible for the Emperor. For immortality, gods, etc., it is somewhat difficult because you need to have more value in the campus area. In this case, only the main metropolis often receives IZ.

This Lord is relaxing.

"Human behavior is financial behavior. Functions have every chance of change, but competitiveness for limited resources remains constant. Business, like greed, drives us to the stars, and the rewards of fortune are still waiting for very wise people who understand this bottomless knock of our collective pulse. Mbabdike Morgan

Hellenism Salesman

King
Towe members from 28 December 2020 inflict 855 damage on Macedon.

Industrial areas are prominent, but mines and sawmills are designed to the base.

Then cross the map of artisan politicians, later 5 A project for the year.

I would like to add, that in fact coal plants will still start to submit creations equal to this double neighborhood. With the right attitude, this has the potential to become elementally interesting!

Also, do not underestimate the price that has every possibility to provide you with a metropolis (Kilva Kisavani, on this note!).

Without repeating, I would mention that in fact coastal metropolises have every possibility to freeze with a sudden production facility in the middle of the game. A port shipyard distinguishes a creation equal to the price of port adaptation multiplied by the appropriate card by the politician. Taking into account the dedication of the Golden Age "free research" (distinguishing sciences equal to the adaptation of ports and commercial hubs), coastal settlements have the potential to become quite profitable with the research of this science!

Want to go to Greece?

Prophecy civ viiRome has Adrian(they have August), Aztecs have Maya (it's not yet decided if Aztecs will be in the game),America has Jefferson(they chose Ben Franklin instead), this basic era has Mongolia (really!), Persia has the last favored Sassanid Empire (still seems unlikely), and practically no wiki!

О№О»О¬П‰ О»ОЇОіО± ОµО»О»О№ОЅО·ОєО¬. О›ОЇОіО±.

Oberinspektor Derrick

King
August 3, 2020 Notice 719 by Sneld

Just get a tile with a capacity of 50 or more.

This element, for example, thus, essentially teaches some pretty bad habits like cheating through unlimited exploitation. Apart from this, this is a game mode that almost everyone will not play, and as a result, I obviously do not recommend making this to anyone who wants to improve their game.

Last edited: April 18, 2024

blackbutterfly

Emperor
Posted on: May 9, 2016 Number of posts: 1. 858 Location: Leeds, UK

Essentially, this is cheating through unnecessary exploits. Apart from this, for example, this is a game mode that almost everyone will not play, and as a result, I obviously do not recommend making this to anyone who wants to improve their game.

It's cheating! What are you laughing at!

Yes, this is an exploit, but it falls outside the category of bugs.

  1. You can't hack the forest! (That's my native feeling.) This is a default of "101st Strategy 4x: Chop".
  2. To break the forest, you need to use prophets. They are worthy of trust.
  3. Your priority should be to freeze your role in the "Implementation of Gods" competition. And win (get aid reduction from the seer and gift - seer).
  4. Stay in the beeline. (Or play as Vietnam) Update untamed nature. Or plant forests. (Prioritize forestry corridors and combine forest areas).
Last edited: April 18, 2024

Oberinspektor Derrick

King
August 3, 2020 Notice 719 by Sneld

Your question is very artistic and it is not easy to answer it. Therefore, to give a more detailed answer, I will ask you some questions:

1. 1. Why do you need this product? 2. How many products do you need per city and why?

Remember that creation is actually just a means to achieve a goal and does nothing in itself.

Given this, I think it basically leads me to the idea that you are at least partially consuming creation 1 See specific quote:

Building and maintaining a strong army simultaneously develops your own metropolises.

In short, there is almost no need to build ground forces after the mid-game. Crash-build wounded units in the Old/Classic era - this is great, but after that there is almost no obligation to attach other land units. There is a fixed number of lands for that:

1. For you, you will follow the footprints of protecting your unit from the wounds of the (old / classic) era and instead modernization. The modernization in a new technical sense is much more profitable than the unit construction, and is most likely to be the best option. 2. 2. After purchasing a magnificent master chapel, you can get the ground unit without doing anything. Religion is a considerable penny, considering that you can get a lot of it and the cost of the battle unit is quite low as a whole. If you trade with a raid or have a decent religious economy, you can literally depart over time to make a unit. This saves many productions that you don't need to spend in your game.

blackbutterfly

Emperor
Posted on: May 9, 2016 Number of posts: 1. 858 Location: Leeds, UK This elementary school teaches something pretty bad about habits.

Smoking is a bad affection.

Saving a tree instead of cutting a tree is unlikely to be a "bad habit".

Conversely, cutting down trees based on exploitation and capitalism (?) Colonial (?) It is a "bad habit". In Marvel's Midnight Sands Discodes, the final episode of X-MEN'97 mentions the clear fate of sin and the European settlement. They cut off American forests and made the Midwest a dusty bowl.

For me as a science fiction fan, basically everything makes me think about the current event (or difficult conversations). On top of that, Anton Stander, who contributed to Civ VI in the form of a climate system, is my lover. Tops.

Especially as a person from a rapidly rapid origin.

I really like it as a "result" that overturns the usually accepted de facto strategy of cutting a tree with a CIV.

Bibor

Doomsday Machine
TOET Member Post from June 6, 2004 3. 139 Location Croatia, Zagreb

If you have to make it for you, the audience should work aggressively in mines and other production tiles (such as lumber). I keep in mind that this could actually be invincible, but this is not the case. Industrial areas with coal plants may freeze the highest production catalyst in the future. The poor access is the ability to freeze the conditions of counterfeit traps in the middle / end of the game. Boaster s-cards is absolutely related. Production of products with the piece of production card and "waves". Civ6 is actively promoting the fiv e-year intentional game play)

In the base or capchametropolis, I recommend editing it for one of the two roles: Create this injured IRGE or create it in the latter half of IRGE. But not both.

Early game production is for good regions with lots of 2:2 (or more) hexes that can grow quickly to size 4 and produce what you need in the early game. Late game production cities require a lot of investment: they need to expand, and sometimes they need to expand slowly. But once they mature, they can put many of their production hexes to work. Once you have a manufacturing metropolis, you can grow your early manufacturing cities to catch up. But the first paradigm "if you need production, your population should actively work in mines and other production hexes" never goes away. Magnus Chop is very powerful. It works best when you have hordes of workers moving from town to town like locusts. Forests, jungles, swamps, all of these can be incorporated into adjacent cities to speed up growth. I don't know the exact numbers, but you can build a spaceport (and more) in one turn in untouched forests. The Civ franchise taught me an invaluable lesson in understanding the potential and time value of assets (in this case production). 4 ProductionCurrentlyThe cost is exponentially higher than if you get it later.

Last updated April 19, 2024

Login date: October 10, 2008 Number of posts: 5. 286 Location: Toronto

There are also different strategies. If you are a country that has good bonuses for industrial zones or encourages industrial zones, planning industrial zones makes a lot of sense. Use the cards to build aqueducts, dams, etc., and you can get the usual +6 or +7 industrial zones depending on the location. Combine that with crafters and you can get a lot of products.

The next thing you have to think about is making sure you have production tiles in your city. You might want to leave some forests for sawmills. But not all of them. Forests on hills should be cut down in most cases. Jungles should be cut down as soon as possible.Regarding other things, yes, you can collect anything else. Especially in the case of magnas: Moving Magnus to Metropolis and cutting 3 to 4 tropical bush tiles, not only can you get infrastructure at an early stage, but also the volume of the metropolis 4 to 5 times. Can be This allows you to process some tiles to get future fabrics, which is the best way to build a new metropolis. This is not a bad thing that reminds you of what the mine has the ability to work in Metropolis. If there is no population that can cultivate it, it is not worth it. Sometimes you can leave the fact that you have to concentrate on production and saturate. Sometimes you have food to help, but if you move only in +1 by traveling, and shorten it to increase the number of spectators, prove that it is a comfortable price. I have a possibility.Another major production is religion and money. Don't put these in the account. Get as many gold as possible and turn it into builders, units, and amazing people. If the gold is less than 1000 when building a new Metropolis, you can immediately buy a lumber/ gran store/ monument/ builder. Also, just making a shipyard or factory can save a lot of money when unlocked.

Login Date: May 9, 2016 Posted by: 1. 858 Lots (UK)

UWHabs

Deity
So if you get tired of chopping it. Or I decided to try apocalypse mode. (Or zombie). In the meantime, let's introduce some hands that can win as a unified Qin:

Logon posted August 19, 2012 5.

Login date: August 3, 2020 Posted by: 719

I like doing this.

Especially in the first step, this is really helpful. The only bad thing is that it is easy to set up (except for the panteon), and after a while it will be quite sullen.

blackbutterfly

Emperor
Posted on: May 9, 2016 Number of posts: 1. 858 Location: Leeds, UK

Especially at first. What is really bad is that it is easy to set up (except for the panteon), and after a while it becomes quite obsolete.

kaspergm

Deity
In fact, for me, the entire meta in this game seems to be focusing on gaining pantone, doing perfectly joining the holy space, and securing a Majestic Profet. Around this strategy, ridiculous synergies such as the Crusade and Hildegalt of Bingen are concentrated. August 3, 2020 Postscript Notification 719

Oberinspektor Derrick

King
August 3, 2020 Notice 719 by Sneld August 3, 2020 Postscript Notification 719

Logon posted August 19, 2012 5.

kaspergm

Deity
In fact, for me, the entire meta in this game seems to be focusing on gaining pantone, doing perfectly joining the holy space, and securing a Majestic Profet. Around this strategy, ridiculous synergies such as the Crusade and Hildegalt of Bingen are concentrated.

Logon posted August 19, 2012 5.

Enrollment date: August 3, 2020 Posted by: 719

Oberinspektor Derrick

King
August 3, 2020 Notice 719 by Sneld

Enrollment date: August 3, 2020 Posted by: 719

November 1, 2019 Join 277

kaspergm

Deity
In fact, for me, the entire meta in this game seems to be focusing on gaining pantone, doing perfectly joining the holy space, and securing a Majestic Profet. Around this strategy, ridiculous synergies such as the Crusade and Hildegalt of Bingen are concentrated.

November 1, 2019 Join 277

So, first of all, you need a resident.

Oberinspektor Derrick

King
August 3, 2020 Notice 719 by Sneld

So, first of all, you need a resident.

The city is Moscow, build a scout, but you get a lot of work to develop a metropolis up to the 2nd part, and you will be able to produce settlers immediately. In fact, if you want to work with a forest hill with 1 food and 3 creation, you can develop a metropolis with 15 moves, and while you produce a scout for 4 or 5 moves, manually select a tile with 2 food, grow a metropolis for 8 moves, and consider arresting some extra moves to make a scout. After this, go back to a tile with 1 food and 3 creatures and quickly make a settler. Continue making settlers.

DeckerdJames

Warlord
During this time, research freshwater areas and look for a space for a metropolis with the best creation for one set of residents. The basic idea is to have creation in city 2 and city 3. Stop easily with abilities so that there is no immediate penalty in the first 4 cities.

Start increasing military personnel in metropolis 2. Warriors and slingers are free. Grochniks are good, but you really need archers if you have a brutal army. If you can do without archers, make build terriers. Because they will defend your land, win the victory over the barbarians, create fog in the future metropolis, and generally have a chance to arrange the first 100 moves of a million more simply.

Start building builders in the 3rd metropolis. Use builders to make better things, to make settlers faster in city Moscow, and fight and builders faster in cities 2 and 3.

Sail immediately to craft creation via the map of politicians, which allocates 50% to the production of combat units (Agoga). This will definitely help introduce range control rather. Swear during the creation of the Pantheon of Wounds (Godking) and 1 for every settlement (Urban Planning). If you have 3 or more megalopolises, the Urban Planning will be great until you receive Politics and the 1st Government. For later expansions, see Oligarchy options. It has two combat slots, two finance slots, and more powerful units. Use cards that increase the degree of your first three settlements: Agoge increases combat strength by 50%, ilkum increases builder degree by 30%, and colonization increases settler degree by 50%.

Focus on settlements of city 4 or higher, and at some point set up your first settlements of cities 1-3. Use Pingar governors to keep progress at 4x. You need precepts and civilization. By improving your work and tile abilities with these crops. They have the most meaning with these scars, but later your environment becomes more relevant.

In the mid-game, you have two strong production options: forestry with construction support, and mining, which improves with apprentice support. You will eventually choose one or the other, but there is a condition to choose one or the other at the beginning.

Industrial zones are a long-term strategy. Eventually, you will need electricity for your third sense houses. Industrial zones provide electricity to large cities at a normal distance of 6 tiles, not believing in industrial zones. Depending on baggage, there is a chance to reduce this distance.

Coal-fired power plants provide the maximum generation in the large city in which they are built. Oil and nuclear power plants assign a regional price to the production of cities in their sphere of influence.

When building a megalopolis, try not to lose the need for electricity from its appearance, but this need is a problem for the distant future. In the first 3 megalopolises, you need to produce electricity immediately, and in 3 megalopolises you also need local buildings for the city.

More time, on great maps, you have the chance to act to conquer the peninsula for the colony. In this case, if you already have an industrial zone, you can start a personal first metropolis with an industrial zone to guarantee power and prices for the regional production of the metropolises you will build around it.

For wounded regions, you need 4x crops, ranks and civilization, but you need economy, that is, gold. The first part, megalopolitans, take a huge amount of time to start developing, and gold investments in buildings can be important to accelerate the formation of new settlements. This means that megacities need ports and commercial centers. Lighthouses and markets provide commercial routes.

If you have a lot of coasts, think ports. If you're in the depths of a continent, you need shopping centers. You can build both financial regions in one metropolis, but there is only one auxiliary route to the metropolis. The governor of the Rhine has the ability to double the borders of ports and shopping malls, so that a coastal metropolis with both financial institutions is important if you're going to capture the Rhine. There is a map for politicians that doubles the profitability of the neighbors of both financial regions, and finally a map that doubles both on the same map.

If your economy becomes a coastal host, you will have an advantage in the port region and 30% of its houses on the "Veterism" map. Region prices increase based on type. For example, if you are angry, actually you think about this, there is the choice of Pantheon's Wounds, which allocates 25% to the first region of a major city. It allocates 55% of the savings of a normal settlement, but has the ability to combine with a plus settlement with a cheap port, like the British Empire for example.

These are some special strategic layouts that often require urgent adjustments. In fact, they have the ability to have the closest neighbor and require all major cities in front of them to make units for war. You can start with no neighbors on the peninsula and only need military men to clear the fog and barbarians.

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Elim Rim - Journalist, creative writer

Last modified 17.07.2025

The key to getting your city to thrive is to give it just enough food improvements (farms) to grow to maximum size. Everything else is excess and will take. A big one is to focus on your main victory conditions and don't bother with doing "a little bit of everything". While there is nuance to this . The first priority is to increase this city's population, so you should leave farms and food resources in place for a time. Place as many waterwheels as you can.

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