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

This is the future (of production)
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In the early game, every cog counts. This is the most important time for production.
The later game is much less important, mainly because gold and faith and card choices make such a huge difference. Then there is the AI brainless use of production in so many ways that means direct comparison is pointless.
Chopping in the middle of your game (80-120) is the best time, especially after science/culture has grown and builders are cheaper. But you should not chop loads for IZ’s unless really wanting a long game, you are better chopping toward victory.
There are always exceptions, flexibility and understanding are key. The second takes a while as there is a lot holistically.

That early prod, buying tiles is often underestimated. Population before prod for early cities also gives this boost.
Production later seems just flexing but go for it if you enjoy it is my motto so middle game chopping and enough cities and max IZ adjacencies & cards.
 
I don't even think that's the optimal way to maximize production, despite the amount of times it has been posted here. For one, it relies on one playing on Marathon speed, which one has to imagine a small fraction of the player-base regularly uses. Secondly, it is very difficult to pull off if you are not on a real-world map, as the civ 6 map generation doesn't tend to produce the concentrated about of forest required for this strategy. Thirdly, as the minimap shows it absolutely obliterates the AI's ability to function, and I imagine OP isn't as interested in a specific set of game settings that are not only taking advantage of an exploit (infinite fires aren't meant to be happening), but also completely removes the challenge - it seems like OP was interested in strategies to generally improve productions in all situations to help at getting better versus the harder A. Finally, it's not even optimizing production in this specific situation; at this point at turn ~800, your capital city is working 4 tiles and has 220 production, almost entirely from those 4 tiles by the looks of it. Presuming the same rate of production-gain, by the final turn of the game you'll be getting about ~400 production. Alternatively, you could just cut a break in your forest/build districts to set up a break in your forest, and in the likely 4 turns (given the food on these tiles) it would take to get to a size 8 city, you'll be at 400 production from working 8 of these 50 hammer tiles. I'd rather have the 400 production at turn 809 than 1500. Your commitment to this strategy of using the glitched forest fire mechanics isn't even optimizing your production here because it's killing too many of your citizens.
 
I don't even think that's the optimal way to maximize production, despite the amount of times it has been posted here. For one, it relies on one playing on Marathon speed, which one has to imagine a small fraction of the player-base regularly uses. Secondly, it is very difficult to pull off if you are not on a real-world map, as the civ 6 map generation doesn't tend to produce the concentrated about of forest required for this strategy. Thirdly, as the minimap shows it absolutely obliterates the AI's ability to function, and I imagine OP isn't as interested in a specific set of game settings that are not only taking advantage of an exploit (infinite fires aren't meant to be happening), but also completely removes the challenge...

Have you played Zombie Apocalypse Civ VI?
It's kinda hell...even for bots 😏

But it is a strategy to develop your production re:OP without bothering about district adjacencies, etc...and crucially without chopping. (Harvesting resources is OK). It's all about yield porn.
Also FYI you don't have to play marathon, it's just my pref. SP.
 
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