Being unable to sleep a few nights ago, I put together a list of mechanics I wanted to better understand in Civ VI. Some I have found resources here that are partial to complete but others I didn't see obvious discussion. In my limited testing, I have some results but the most important thing I noticed is the lack of transparency in the interface relative to Civ IV and even Civ V. Also the lack of world builder makes setting up some of these tests more painful than others. Production Overflow - near and dear to my heart and obviously with the readily available production boosts, potentially very lucrative. My testing shows that production overflows on a 1:1 basis and all production boosts of the completed item are applied to the overflow. None of the production boosts of the new item are applied to the overflow. Example. I have the card that gives me +50% production to melee units in place as well as the card that gives me +50% production to settlers in place. I chop a forest worth 20 production to complete a melee unit (max overflow is when the unit is very close to completion). After the chop, 30 production is applied. Whatever is needed is applied to the melee unit and the remainder goes into whatever is next chosen to be built. This may be a good way to apply production boosts to items that normally would not receive them. I will try to do a more detailed guide with screenshots this weekend. Tech/Culture Overflow - I have not been able to test this as well as I would like yet because there are so few lump sums of tech/culture floating around to use as a seed for testing. Obviously Darwin or the mountain Great Scientist would be the best way to test this. I did verify that late boosts only give exactly the amount needed to complete the boosted tech/civic and result in no overflow. District Cost - seems to be known based on the formulas thread Settler/Builder Cost - seems to be known based on the formulas thread Upgrade Cost - seems to be a discussion linked from the formulas thread but unclear if this is tested/resolved Trader Cost - this clearly scales as the game progresses but exactly has not been discussed from what I've seen Amenity Mechanics - known based on the Amenity Guide Growth Cost - seems to be known based on the formulas thread Trader Yields - known based on the Trade Routes guide Great People patronage cost - seems to be known based on the formulas thread Experience Cost Rush Buy Cost - seems to be known based on the formulas thread Faith Buy Cost Production focus trick 100% dead - seems like so from my testing Culture Expansion Mechanics - cost known based on the formulas thread/tile selection unknown/Russia bonus tile mechanics related? Forest/Marsh/Jungle/Bonus removal yields - seems to be known based on the formulas thread Game speed scaling mechanics/shortfalls Map size scaling mechanics/shortfalls War Weariness mechanics - seems to be known based on the formulas thread Tourism mechanics - known based on the culture and tourism guide Envoy mechanics - containment and diplomatic league stack - First envoy you send will give you 3 if you qualify for the containment bonus Production decay mechanics Starvation mechanics - seems to be very friendly - starving 1 food from 2 pop, 0 food seems to bring you to 1 pop with nearly full food. I haven't had time to necessarily do a full test. World builder would sure be nice. I do remember in Civ IV starvation was much more detrimental - lowering you by 1 pop and leaving food at 0. Combat mechanics - known based on the Combat Formulas thread Housing mechanics - known based on the Housing Guide I'm sure there are others but these were just the ones that were bothering me the other night. Has anyone tested any of the ones that don't seem to be 100% solved?