Are the production costs too high overall?

Production costs are fine if you beeline and overlap factories.

Otherwise, they're way too high.

But if the costs were lower, beelining and overlapping factories would be even more OP.
 
A lot of people are saying that well placed factories solve the problem, but remember that they aren't even an option until half to two thirds of the way through the game. I'm finding production to consistently be the "limiting reactant" at all phases of the game, from early expansion and development to spaceship construction, and I don't think that's an uncommon experience. It's possible that everyone's just having trouble adjusting in the first week, but I think it's more likely that at least minor tuning changes are needed.
 
I think most production costs are too high. It's painfully slow to build almost anything in the earlier game to the point where it feels like epic pace on standard speed. And if cost reduction would be a problem due to factory overlap later, I'd say just dump the overlap ability. Production is the most notable, but a number of things in the game (science, trade routes, etc) need a balancing pass for sure. This is a great game foundation but it still needs tweaking.

I have a hard time bringing myself to keep playing new games right now because the early game is just such a slog waiting so many turns for even basic things. God forbid you get a mostly flatland start and even your starting scout takes 10 turns. I almost want to play on quick but since I've always played Civ on standard and never felt that way I feel like I shouldn't have to.
 
try playing with 200% tech and 50% production costs... it make the game play way better and completely confirms the OP point that costs are too high. Yes gold is powerful, yes trader spam all siphon hammers into 1 city helps, yes overlapping factories help the problem (had a vanilla game with a city with over 250 hammers a turn on an epic large king map) but it still doesn't eliminate the fact that you can max out the tech and civics trees by the 1500... the balance on science and production costs is pretty borked in vanilla.
 
Production costs are fine if you beeline and overlap factories.

Otherwise, they're way too high.

But if the costs were lower, beelining and overlapping factories would be even more OP.


Build trade routes, encampments (their buildings give + production), industrial zones only if you have good adjacency bonsues, and get builders to develop your areas.

Remember to plan your building and switch civics to support what you're currently doing, you'll get the chance to change them for free often enough they should always be situational.

I don't think there is any issue with production in the game (outside of stacking area bonuses). There is an issue with tech costs, though. (I think the civics are ok).
 
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I think you could keep the area bonus, but make it not stack, so that each city benefits from at most one factory and power plant. Of course they would need to lower later production costs to compensate as well, but I think this would be more balanced
 
I find the problem (as in every civ game on release) is that techs are too cheap, the problem getting progressively worse from the medieval age onwards. Modding to make them more expensive solves the production problem, and a myriad of other ones too. I can't tell you how much more enjoyable and immersive the game is when I actually get to experience every era, and get to build and use almost every unit in the game.
 
Are techs too cheap?

Well the AI in my current Deity game is rolling around with AT units in year 600...
 
Production is fine in the first part of the game without factories. You have to do more than just click on the production queue. You have to actually make an effort to secure production. I was making knights every 2 turns as Japan, and that's in a city WITHOUT an IZ (the capital), because I built Wonders in it and was space-starved.
 
I dunno. There tends to be a backlog, but I think it's because I'm still growing out of Civ V habits of only having a few cities. I think you really need four to six cities in this one, with greater specialisation of those cities, so that you don't have a massive list of things for two or three cities to do between them. Of course that also means that Eurekas and Inspirations are easier to chase, and you're producing more beakers, which means that things to build get added to the list much faster...
 
I agree with people who are saying that it's the tech pace that's too fast, especially with Eurekas. I feel like tech costs could double, Eureka's reduced to 25%, and the pace might still be a bit much in places. As it was, you can complete researched in 4-6 turns early game while building a unit takes longer.
 
I agree with people who are saying that it's the tech pace that's too fast, especially with Eurekas. I feel like tech costs could double, Eureka's reduced to 25%, and the pace might still be a bit much in places. As it was, you can complete researched in 4-6 turns early game while building a unit takes longer.

I don't think the Eurekas should go down, as otherwise people screwed with poor science starts might suffer more. I think the eurekas are a decent concept for letting science low civ still progress.

I think they just need to be more specific, so you can't hit as many with general play, but need to focus to get them.

Put science up, put eurekas up too. Relatively they'll be weaker overall.

Ie: Old science cost 600, eureka bonus was 300. New science cost 1100, eureka bonus 550. Still 250 extra science even if you hit the eureka.
 
I am struggling on production in my first game but I thank you guys for gi9ving me the idea of spamming industrial districts. Also using trade routes to spam production into one city.
I'm doing ok but I have a lot to learn with this game. I still love it.
 
Civ 6 is just more civ 4 style tech beelining. ciV you couldnt really beeline, or if you did it was only taking you a tech or two away from the end of another tree anyway, in cvi you can have machine guns and no fishing boats, factorys but no banks. Once you get past the ciVism's the game makes more sense. If you beeline factorys you can have them going up in the early mid game. Unfortunatly, that seems to be meta right now on how to cookie cutter your way through the game. Really do wish they would balance out production. Every game devolves into this honeycomb overlapping factory empire.
 
A lot of people are saying that well placed factories solve the problem, but remember that they aren't even an option until half to two thirds of the way through the game. I'm finding production to consistently be the "limiting reactant" at all phases of the game, from early expansion and development to spaceship construction, and I don't think that's an uncommon experience. It's possible that everyone's just having trouble adjusting in the first week, but I think it's more likely that at least minor tuning changes are needed.

Yes but they become available just when stuff become expensive.

I assume you're expanding too fast and the district scaleup penalty is kicking in?

Otherwise, it's not an issue really.
 
i think theres enough production if you dont rush science and culture, use trade routes actively to kick start new cities, use projects to get great people (mostly engineers) and suzerain proper city states
its quite different from civ5 and takes some time to get used to

the district costs thing is very strange though, why to punish the player for progress?
and tech/civic costs should be scaled maybe, or there should be less science from population. now research is too easy, i dont build a campus before the industrial era and maybe only 1-2 theatres
 
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In my current Deity game i had Industrialization in Turn 124
Standard Speed, Continents, Map Size Big

I had an awful land. Only Mountains and hills surrounding my capital.
It was hard for me to found cities nearby. But it is still possible.
I "only" founded 10 cities Overall. I couldn't claimed any other land, because the AI settled to fast for.

But in the end it will not matter. I will win easily this game via space race.

Give it a try.
Spam cities as nearby as possible to your capital ... and beyound.
Build industrial Zone and place it "perfectly". It don't matter if the district destroys an ressource.

You only Need growth for placing "other" districts than industrial district. (Campus, Trade and so on)

Even if your City would have Pop1 with no tile improvement. You will have 60 to 70 production per turn in your "inner Zone" of your cities
The more cities you have, the more "crappy" cities can "build" you science or Money. With Producing Science and Money you can gain every great Person you want. Tile Improvements are unneccesary

Your capital will have about 200 procuction per turn. And it don't matter which Population you have.
You will win Space Race with a Little bit effort in Turn 260 ... with 10 cities. The more Cities you have, the earlier you win space Race.


If you start the game. Research as fast as you can Archer. Then Masonry for Stone walls. Build many Archer, Found as many City as possible. As nearby as possible. It don't matter if you would have a housing Problem. Don't care about Amenities. Your cities never will be bigger than 7. (maybe a few will have 10)

You Need Crossbowman as fast as possible. And then beeline Industrialization and after that that Electricity. Then try to get infantry. Congratulations. You won the game on Deity
 
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