Montymolethedog
Chieftain
- Joined
- Mar 29, 2016
- Messages
- 18
Everything seems to take ages to build in Civilization VI. Any solutions?
Yeah, I always do that, and I even try to build the industrial district in a location that allows the factory bonus to reach as many other cities as possible. I have still found that making ship parts, wonders and new districts takes a very long time.Solution is to build the industrial district everywhere, asap and work from there. There's really no other way other than that if you're trying to compete for any type of victory condition.
vs. mindlessly building everything in every city.
Food and production yields from trade routes are based on the districts in the target city rather than the era.Have a few strong core cities with IZs and factories That takes care of production at your core.
For the periphery: Build traders in the core cities and transfer them to your weaker cities at the frontier and have those cities set up trade routes with your strongest cities. That should get you +4 food and +5 production for your smaller cities (at Renaissance, no idea if it goes up later in the game).
I haven't found that. Early game buildings are still a small amount of production.What mechanic is causing this? Even something as simple as a granary takes ridiculously long to build later in the game, and that's on the lowest difficulty setting. I thought this was related to the total number of cities, but I just tried a game with a lower number of cities and ran into the same problem.
You should only go for a Science/Culture focus after you have your traders/factorys/mines kicking in, otherwise you will feel like it takes forever to build stuff.
I haven't found this to be true. I usually have several (5-6) districts up and running before I get my industrial zones. It isn't that slow, and factories usually happen shortly after my first three industrial zones have workshops.
I haven't found that. Early game buildings are still a small amount of production.
As far as how to get production, my current approach is a three city triangle as my core. It kinda doesn't matter if the third city is a poor location, though obviously it isn't preferred.
Like most things in civ 6, you want to build the core cities in a triangle (basically aim to share a single tile in the middle), and that is where you start building up districts. Terrain adjacency bonuses don't actually matter that much, and anything choppable in the central area gets chopped to push growth and production along. (Personally I chop every to give the cities a push, but it helps to time it to things that matter- don't chop just to push granaries along)
Interesting idea. How close do your cities have to be in order to share districts?I haven't found that. Early game buildings are still a small amount of production.
As far as how to get production, my current approach is a three city triangle as my core. It kinda doesn't matter if the third city is a poor location, though obviously it isn't preferred.
Like most things in civ 6, you want to build the core cities in a triangle (basically aim to share a single tile in the middle), and that is where you start building up districts. Terrain adjacency bonuses don't actually matter that much, and anything choppable in the central area gets chopped to push growth and production along. (Personally I chop every to give the cities a push, but it helps to time it to things that matter- don't chop just to push granaries along)
The big things that need to go in the center are industrial districts (and entertainment later), but you can and will build up significant district adjacency if you pile everything in the middle. Harbors usually can't participate, which also makes commercial a question (their specific adjacency bonuses can be hard to pass up, as can rivers for commercial). This will make campuses and holy sites a bit weaker in the short term, but better in the long term.
Side note- for Germany specifically, adjacency of commercial districts is even more complicated, because of the commercial/hansa adjacency bonus.
Anyway, the goal is to get the factories and power plants (and zoos and stadiums later) to overlap all three core cities. Additional cities, if possible should go in a ring around the core cities, so that their industrial districts can affect at least 2 core cities. It doesn't matter much at all if these cities are good- they exist to dump +7 production (or more, with the right great people, especially if you get one that extends the range of factories) into the core.
With the core established and supported, you can do pretty much whatever with the rest of the tiles. Mine hills, maybe keep non-hill trees around for lumber mills, but that really depends on taste and production needs. You want farm triangles. You need the food and housing to make the cities grow to ridiculous size.
As far as campus and theatre districts... I'm rarely finding a need for more than two. Maybe more theatres for more museums if you're trying for the culture victory, but there are so many ways to push tourism that it really isn't necessary (and by having the interior district core, you can leave the outskirts for parks and resorts.
Leave space in the non-core cities for wonders that require district adjacency- they will really wreck district adjacency bonuses in the core. There are a few that are worth it, however. Great Zimbabwe makes for amazing trade routes in a city wth a lot of bonus resources.
Which leads into the the last element of production- internal trade routes. You want them. You want a lot of them. At minimum, you want the three core cities trading with each other (so 6 routes, minimum), and also to support cities with industrial zones. External routes honestly don't matter much, at least until you can take the policy that gives +5 production and +10 gold.
I haven't found this to be true. I usually have several (5-6) districts up and running before I get my industrial zones. It isn't that slow, and factories usually happen shortly after my first three industrial zones have workshops.