Food (Civ6)

Food is one of the main statistics in Civilization VI. It is the basis for the growth of city population and is counted on a per-city basis.
== Mechanics ==
 Food is the primary factor fueling population growth in a city: without Food, there is no growth. Food is produced individually by each city in various ways, the chief among which is the land around the city: thus, Food availability should be the first concern when planning where to settle new cities.
Each Citizen in a city consumes 2 Food per turn. If the city produces more Food than its citizens currently consume, it has a Food surplus, which will be stored in a "food basket." When the city's food basket fills, its Population will increase by 1. If the city has a Food deficit, its food basket depletes, and its Population will eventually decrease by 1; in Rise and Fall, the city's Loyalty will also decrease by 4 every turn. If the situation is balanced, there will be neither growth nor decline.
Note that population growth is further affected by other factors. For more precise information, head here.
== Sources ==
The main source of Food is the land and its features, so the more Citizens working fertile tiles around your cities, the better.
=== Terrain ===
Almost all terrain and its features grant base Food yields when worked. The full list is as follows:
==== Base Terrain ====
* : +2 Food
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
The only terrains without Food yield are Desert and Snow, so normally you should avoid settling there.
==== Features ====
* : +3 Food ( +2 Food)
* : +1 Food
* : +3 Food
* : +1 Food
Since all of these are available right from the start of the game and without any research, locating them and strategically placing your cities in range of them will determine how fast (or how slowly) they will grow in the early to middle game. You should scout your surroundings well!
=== Resources ===
Many resources also contribute Food when worked. These include:
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
* : +2 Food
* : +2 Food
* : +2 Food
* : +2 Food
* : +1 Food
, , and  also provide additional Food yield with their respective tile improvements. and provide additional Food yields with a (whether or not they have been improved).
=== Tile Improvements ===
The Farm is a basic tile improvement specifically dedicated to Food production, and besides it is available from the start of the game without research. It provides +1 Food initially, but researching certain civics and technologies increases its potential Food yield.
Other improvements also grant bonus Food yields; they can only be built on certain resources, however. These tile improvements are as follows:
* : +1 Food with 
* : +1 Food with 
* : +1 Food; +1 Food with 
* : +2 Food
Improvements are a major way to boost Food production in all stages of the game, but the adjacency bonuses provided to the Farm by Feudalism and later Replaceable Parts are also very important. They have the potential to boost your Population growth immensely, both because of the boost to Food yield (allowing a single Farm to provide a whopping +7 Food if surrounded by six other Farms) and the increase of the limit in the city. You should study these mechanics well and make use of them whenever possible.
=== Governors ===
* Liang provides the ability to build Fisheries, an aquatic tile improvement that provides 1 Food and 1 extra Food for every adjacent sea resource.
* Magnus' Surplus Logistics title provides the city he is in with 20% more Food (Growth). Also, your s ending here provide +2 Food for their starting city.
=== Religious Beliefs ===
There are two religious Pantheons that grant bonus Food from certain improvements. Goddess of the Hunt grants +1 additional Food yield from Camps, and in vanilla Civilization VI and Rise and Fall, Goddess of Festivals grants +1 additional Food yield from , , , , , and Plantations.
=== Buildings ===
Unlike other main stats, there is no directly dedicated to Food, though the City Center has +2 Food as a base yield, and the Neighborhood has a major positive impact on Population growth. However, several buildings from both the City Center and other districts increase Food output. These include:
* : +1 Food (City Center)
* : +1 Food (City Center)
* : +2 Food (Holy Site)
* : +1 Food (Harbor); it also increases the base yield of Coast tiles in the city's territory by +1
* : +2 Food (Harbor)
The Feed the World follower belief also provides Food from Shrines and Temples.
=== Trade Routes ===
Domestic s always grant additional Food to their city of origin. The exact amount depends on the districts available at the destination:
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
* : +1 Food
The policy card grants +4 bonus Food from all domestic s.
Domestic s can be extremely useful for jump-starting a city's population growth if the city isn't in a very fertile area. For these cities they may continue to be critical for city growth later, simply because the city has exhausted the fertile tiles that surround it.
Likewise, the policy card provides +2 Food to both cities from s to an ally's city. Apart from this, international s very rarely grant Food - they serve other purposes.
=== Wonders ===
There are four wonders that grant bonus Food upon completion:
* : +1 Food for each Lake tile in your empire
* : +2 additional Food yield on all Desert tiles in this city
* : +1 Food yield on all Tundra tiles in this city
* : +4 additional Food
However, multiple natural wonders grant Food bonuses to the civilizations that own them:
* : +1 Food
* : +2 Food yield to adjacent land tiles
* : +3 Food
* : +3 Food
* : +2 Food yield to adjacent tiles
* : +2 Food
* : +1 Food
=== Unique bonuses ===
There are several unique pieces of infrastructure and civ/leader abilities that grant special Food bonuses:
* The unique district of Kongo, the , grants +2 Food.
* The unique tile improvement of India, the , grants +1 Food, +1 Food if adjacent to a , and +1 Food with .
* The unique tile improvement of Australia, the , grants +1 Food, +1 Food for every adjacent , and +1 Food from every 2 adjacent Outback Stations (after researching ).
* The unique tile improvement of Indonesia, the , grants +1 Food for every adjacent .
* The tile improvement of Liang, the Fishery, grants +1 Food and more Food based on each adjacent Fishing Boat.
* The unique tile improvement of the Cahokia city-state, the Cahokia Mounds, grants Food for adjacent districts.
* The unique tile improvement of the Nazca city-state, the Nazca Line, grants Food for adjacent Desert and Desert Hills tiles.
* The unique tile improvement of Canada, the Ice Hockey Rink, grants 2 Food with Professional Sports.
* The unique tile improvement of the Cree, the Mekewap, grants Food for adjacent Bonus Resources.
* The unique tile improvement of the Netherlands, the Polder, grants 1 Food and more Food for adjacent Polders and additional Food with Replaceable Parts.
* The unique tile improvement of the Inca, the Terrace Farm, grants 1 Food and more Food for adjacent Mountains.
* Nkisi, Kongo's civ ability, grants them +2 Food for each of their Relics, Artifacts, and Great Works of Sculpture.
* Grand Barays, the Khmer's civ ability, grants them +2 Food from Farms adjacent to s.
* Monasteries of the King, Jayavarman VII's leader ability, grants bonus Food to Holy Sites equal to their adjacency bonus.
* Mana, the Māori's civ ability, grants them +1 Food to every Fishing Boat.
* Mit'a, the Incas' civ ability, grants every Mountain +1 Food for every adjacent Terrace Farm.
* Songs of the Jeli, Mali's civ ability, grants City Centers +1 Food for every adjacent Desert or Desert (Hills) tile.
* Three Kingdoms, Korea's civ ability, grants +1 Food to Farms if they are built next to a Seowon.
* Mediterranean's Bride, Cleopatra's leader ability, grants other civilizations +2 Food from international s to her cities.
* Qhapaq Ñan, Pachacuti's leader ability, grants +1 Food to Domestic s for every Mountain tile in the origin city.
* The Last Best West, Wilfrid Laurier's leader ability, grants him the ability to build Farms on Tundra, and these Farms gain +2 Food.
* Favorable Terms, Poundmaker's leader ability, grants +1 Food to s for each Camp or Pasture in the receiving city.
* Queen of Ndongo and Mtamba, Nzinga Mbande's leader ability, gives all cities on the same continent as her a 10% Food bonus and all cities on other continents a 15% Food penalty.
* Arrival of Hapi, Ptolemaic Cleopatra's leader ability, grants her +1 Food for each resource on a Floodplains tile.
There's also one project that provides a Food bonus:
	
* Lijia (Food), a project available to Yongle, converts 50% of a city's into Food.
== See also ==
* Food in other games
Category:Game concepts (Civ6)