Production (Civ6)

Production is one of the main statistics in Civilization VI. It is the measure by which cities build units, buildings, s, and wonders and complete projects. As such it is as important as , since it determines the speed with which any city builds things. However, unlike , Production can be converted into other statistics like , , or by completing projects, making Production arguably even more important than , as a city with a large population still cannot produce anything without Production.
== Mechanics ==
Each thing a city may build costs a certain amount of Production. In most cases the amounts are static (i.e., the same thing costs the same amount of Production under all circumstances), but there are cases where Production costs scale up (e.g., districts). 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 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 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, and again most of them only apply to certain kind of projects. Their 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 () and to a smaller extent at the end of player turns. If the 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-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 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-enhancing policies:
* If the policy-enhanced Production is not enough to finish the current unit or building, the policy is fully effective.
* If the base 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 will, of course, carry over).
* If the 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 Medieval Walls, the Limes policy card and a 100 Production chop:
Production toward Walls	Overflow 	Efficiency
0/220 	0 (200/220 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.
However, Production overflow was fixed in the February 2019 Update. If you use a policy card that boosts the production of Walls +100% 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 is obtained from a wide range of sources. The first and most powerful is terrain and its resources, worked by Citizens. This is usually the very first source of 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 yields when worked. However, Production potential is found less often than , and consequently may be considered more valuable. Only one base terrain, Plains, has 1 Production potential, but two very common features add 1 Production to any base terrain: Hills and Woods. It is a common mistake to assume that Rainforest also gives Production yield, when in fact they yield ; however, they are always found on Plains, and the Production comes from that base terrain (despite the fact that Rainforests yield both Production and when cut down).
In Gathering Storm, 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 yields, with Strategic Resources contributing the most. These are:
* : +1 Production
* : +1 Production
* : +1 Production
* : +1 Production
* : +2 Production
* : +3 Production
* : +2 Production
* : +1 Production
* : +1 Production
* (): +1 Production
, , , , , , and grant additional Production with their respective tile improvements.
=== Tile improvements ===
The Mine is one of the basic tile improvements and is specifically dedicated to boosting Production. It can be built both on resources and Hills of any kind, which makes it very versatile. Also, its Production bonuses are the best of any improvement, and become available the earliest:
* : +1 Production; +1 Production with ; +1 Production with 
Other tile improvements also grant Production bonuses, albeit less than the Mine. They are also restricted to particular resources. These tile improvements are:
* : +1 Production; +1 Production with 
* : +1 Production with 
* : +1 Production; +1 Production with 
* : +1 Production; +1 Production if adjacent to a ; +1 Production with 
* : +2 Production
* : +2 Production
* Geothermal Plant (): +2 Production
* Wind Farm (): +1 Production
* Solar Farm (): +1 Production
* Offshore Wind Farm (): +1 Production
* Seastead (): +1 Production for every adjacent Fishing Boat.
* Fishery: +1 Production if Liang is in the city. ( only)
* Fishing Boat: +1 Production for every adjacent Seastead.
=== Districts and buildings ===
Next, the Industrial Zone district and its replacements, the Hansa and Oppidum, are focused entirely on Production: its adjacency bonuses, building yields, and Specialists all increase Production. In addition, the Factory and the Power Plant extend their Production bonus to other cities within 6 tiles. (In Gathering Storm this is not valid for the Coal Power Plant, whose Production bonus applies only to its own city.)
Other districts also aid Production, although this isn't their main focus. Encampment district buildings grant Production yields, albeit smaller than those of the Industrial Zone; Specialists there also yield +1 Production each. The Harbor's Shipyard also grants bonus Production equal to the adjacency bonus of its district. Finally, the Aerodrome's buildings both yield bonus Production.
As mentioned above, Industrial and Militaristic city-states grant up to +4 Production in every Industrial Zone/Encampment district (plus an additional +2 in the ), based on the number of s assigned to that particular city-state.
=== Trade Routes ===
s are another common source of Production. Any domestic route contributes, but so do international ones, as long as the destination city has Production-providing districts such as Encampments, Harbors, Commercial Hubs, and Industrial Zones. s can significantly boost a city's Production and be the saving grace of cities built in plains with no resources to mine nearby. Coastal cities, too, often have trouble with Production, and can use s to help.
=== Pantheons and beliefs ===
Some pantheons and beliefs grant respective Production bonuses, including:
* Monument to the Gods: +15% bonus Production to Ancient and Classical era s.
* Lady of the Reeds and Marshes: +1 Production from , , and .
* God of the Sea: +1 Production from .
* God of Craftsmen: +1 Production from s over strategic resources.
* God of the Forge: +25% bonus Production towards Ancient and Classical era s.
* Work Ethic: +1% Production for each follower of this .
=== Wonders ===
There are several wonders that grant Production boosts upon completion. These include:
* : +1 bonus Production yield from all tiles in this city.
* : +1 Production for each tile in your empire.
* : +1 bonus Production yield from all tiles in this city.
* : +20% bonus Production in this city; +1 Production for each and in this city.
* Amundsen-Scott Research Station (): +10% Production in all cities. If one of your cities owns at least 5 Snow or Snow Hills tiles within 3 tiles of its City Center, it receives +20% Production instead.
* Casa de Contratación (): +15% Production to all cities on your non-home continents with a Governor.
* St. Basil's Cathedral (): +1 Production to every Tundra tile in the city.
There are also natural wonders that provide Production:
* : +1 Production on Wonder tiles.
* Chocolate Hills (): +2 Production on Wonder tiles.
* Eye of the Sahara (): +1 Production on Wonder tiles. 1 extra Production starting in Atomic Era.
* Gobustan (): +1 Production on Wonder tiles.
* Ik-Kil (): +50% Production when producing districts or Wonders in the adjacent tiles.
* Lake Retba (): +1 Production on Wonder tiles.
* Mato Tipila (): +1 Production to surrounding tiles.
* Mount Vesuvius (): +1 Production to surrounding tiles.
* Ubsunur Hollow (): +1 Production on Wonder tiles.
=== Policy cards ===
Many policy cards grant bonus 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:
* : +1 Production in all cities.
* : +30% bonus Production towards Builders.
* : +50% bonus Production towards Ancient and Classical era melee and ranged units.
* : +100% bonus Production towards all Ancient and Classical era naval units.
* : +100% bonus Production towards all Ancient and Classical era light and heavy cavalry units.
* : +15% bonus Production towards Ancient and Classical era Wonders.
* : +50% bonus Production towards Settlers.
* : +30% bonus Production towards Encampment districts and buildings.
* : +100% bonus Production towards defensive buildings.
* : +50% bonus Production towards Medieval and Renaissance era melee and ranged units.
* : +100% bonus Production towards all Medieval, Renaissance, and Industrial era light and heavy cavalry units.
* : +15% bonus Production towards Medieval and Renaissance era Wonders.
* : +50% bonus Production towards Spies.
* : +50% bonus Production towards Industrial and Modern era melee and ranged units.
* : +100% bonus Production towards Renaissance and Industrial era naval units.
* : +30% bonus Production towards Builders.
* : +15% bonus Production towards Industrial era and later Wonders.
* : +50% bonus Production towards Modern and Atomic era air units.
* : Your s to an ally's city provide +2 Production (+4 Production in Rise and Fall) for both cities.
* : +100% bonus Production towards Modern, Atomic, and Information era heavy and light cavalry units.
* : +100% bonus Production towards Modern, Atomic, and Information era support units.
* : +100% bonus Production towards Modern, Atomic, and Information era naval units (excluding Carriers).
* : +50% bonus Production towards Atomic and Information era melee and ranged units.
* : +15% bonus Production towards Space Race projects if a city has either a or a .
* : +50% bonus Production towards Information era air units and all Carriers.
* : +5 Production from all international s (+2 Production from all s in Gathering Storm).
* Wisselbanken (): Your s to an Ally's city provide +2 Production for both cities.
* Colonial Taxes (): +10% Production in cities not on your original 's continent.
* Collectivization (): +2 Production from domestic s.
* Defense of the Motherland (): +100% Production for Modern, Atomic, and Information era support units.
* Integrated Attack Logistics (): +50% Production for Giant Death Robots.
* Isolationism (): Domestic routes provide +2 Production.
* Letters of Marque (): +100% Production for naval raider units.
* Robber Barons (): +25% Production in cities with a Factory.
* Rogue State (): +50% Production to nuclear program projects and WMDs.
=== Unique bonuses ===
There are several unique pieces of infrastructure and civilization/leader abilities that grant special Production bonuses:
* The unique building of Japan, the , grants +4 Production and +4 Production to all cities within 6 tiles.
* The unique building of Poland, the , grants +2 Production for each international .
* The unique district of Germany, the , grants a +1 Production adjacency bonus for being placed next to any resource.
* The unique tile improvement of Australia, the , grants +1 Production. After researching , it grants an additional +1 Production bonus for every 2 adjacent Outback Stations.
* The unique tile improvement of Indonesia, the , grants +1 Production and an additional +1 Production after researching .
* The unique tile improvement of the Mapuche, the Chemamull, grants +1 Production.
* Grand Tour, France's civ ability, grants them 20% bonus Production towards Medieval, Renaissance, and Industrial era Wonders.
* Nkisi, Kongo's civ ability, grants +2 bonus Production from each Relic, Artifact, and Great Work of Sculpture in their civilization.
* Mother Russia, Russia's civ ability, grants +1 bonus Production yield from tiles in their civilization.
* Workshop of the World, England's civ ability, grants them +20% Production towards Industrial Zone buildings. ( only)
* Perpetually on Guard, John Curtin's leader ability, grants 100% bonus Production for a set number of turns after Australia is targeted for a declaration of war or liberates a city.
* Grote Rivieren, the Netherlands' civ ability, grants them 50% bonus Production towards Dams and Flood Barriers.
* Pearl of the Danube, Hungary's civ ability, grants them +50% Production for and buildings built across a from a .
* Mit'a, the Incas' civ ability, grants them the ability to work Mountain tiles. Mountain tiles provide +2 Production, and +1 for each adjacent Terrace Farm.
* Mana, the Māori's civ ability, provides +1 Production to unimproved Woods and Rainforests.
* Ta-Seti, Nubia's civ ability, grants them 50% Production toward Ranged units and +1 Production for Mines over strategic resources.
* Great Turkish Bombard, the Ottomans' civ ability, grants them +50% Production toward Siege units.
* Scottish Enlightenment, Scotland's civ abiliy, grants their Happy cities +5% Production. Ecstatic cities double these bonuses.
* Toqui, the Mapuche's civ ability, grants +5% Production in cities with established Governors, which is tripled if the city was not founded by the Mapuche.
* Treasure Fleet, Spain's civ ability, grants their s +1 Production, which is tripled if they travel between continents. It additionally grants 25% bonus Production towards districts in cities founded on other continents.
* Nine Dragon River Delta, Vietnam's civ ability, grants +1 Production to buildings in s constructed on Marsh tiles.
* Kandake of Meroë, Amanitore's leader ability, grants her +20% Production towards s, increasing to +40% Production if there's a Nubian Pyramid adjacent to the City Center.
* Founder of Carthage, Dido's leader ability, grants her +50% Production towards s in the city with the Government Plaza.
* Thunderbolt of the North, Harald Hardrada's leader ability, grants him +50% Production toward naval melee units.
* Divine Wind, Hojo Tokimune's leader ability, grants him +50% Production towards Encampments, Holy Sites, and Theater Squares.
* The First Emperor, Qin Shi Huang's leader ability, grants him the ability to spend a Builder's build charge to complete 15% of the Production cost of a wonder.
* Bannockburn, Robert the Bruce's leader ability, grants him +100% Production for the next 10 turns after declaring a War of Liberation.
* The Last Best West, Wilfrid Laurier's leader ability, grants his Mines and Lumber Mills on Tundra, Tundra (Hills), Snow, and Snow (Hills) 2 extra Production.
* Queen of Ndongo and Mtamba, Nzinga Mbande's leader ability, gives all cities on the same continent as her a 10% Production bonus and all cities on other continents a 15% Production penalty.
* Sogolon, Sundiata Keita's leader ability, grants +2 Production from each Great Work of Writing.
* Age of Steam, Age of Steam Victoria's leader ability, gives her cities a 10% Production bonus for each Industrial Zone building and grants +2 Production to all strategic resources.
== See also ==
* Production in other games
Category:Game concepts (Civ6)