[GS] Tier 2/3 industrial zone buildings strategy?

Tomice

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I've seen a lot of discussions regarding the recently buffed adjacencies for industrial zones, all nicely summarized by Sostratus in this great guide:
https://forums.civfanatics.com/resources/industrial-zone-placement-guide.27669/

The buff has certainly caused me to build more industrial zones than before -> more than necessary for the 6-tile coverage. But now I'm kinda clueless what to do after placing the "naked" district in those "surplus" IZ's.
  1. Should I leave "surplus" IZ's (those I've built solely to reap a nice adjacency, but which aren't needed for the 6-tile-coverage of factories and power plants) without tier 2 and 3 buildings?
  2. Does the bonus industrial city-states to factories radiate or is it only local?
  3. I guess building a workshop in surplus IZ's is never wrong, especially if I have industrial CS's that give a bonus to them?
  4. Production from specialists is always local, right?
  5. Regarding power consumption: If multiple types of power plants overlap, power is generated from the strategic resource I have the largest stockpile of, right?
  6. Assuming I had an overlap from both a nuclear and a coal power plant, would I be able to sell away my coal, generate power from the nuclear plant, but still benefit from the potentially superior production bonus from the coal power plant?
  7. Actually, with all the new adjacency bonuses, isn't the coal power plant VERY overpowered compared to the others?
I'd be happy about insights regarding advanced IZ strategy (or links, haven't found answers to the questions above while searching).
 
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1. Depends, do you promote Magnus?
2. Local
3. Absolutely! 3 brown CS’s really help workshops. Do not forget the GE points.
4. Right
5. Right. But factories consume power regardless.
6. Not as far as I am aware.
7. Depends on the civ. for England it is factories that are OP but in general, OP and smelly with CO2 are coal plants if you want that sinking feeling.

I personally find too much production becomes the issue. If you have nothing imperative to build anymore have you gone too far unless you are just wanting fun?
 
Thx for the answers!
In this video by PotatoMcWhiskey (6:20 timestamp)
he seems to have factories and coal power plants in 3 adjacent industrial zones - is this only for the additional CS yields and specialist slots?
 
he seems to have factories and coal power plants in 3 adjacent industrial zones
You need factories to build power plants.
Coal Power plants give stupid amounts of production.

But by having stupid amounts of production
1. You have fun
2. You run out of sensible things to build
3. You pollute the hell out of the earth.
 
all nicely summarized by Sostratus in this great guide:
Warm fuzzy feelings :love:
The buff has certainly caused me to build more industrial zones than before -> more than necessary for the 6-tile coverage. But now I'm kinda clueless what to do after placing the "naked" district in those "surplus" IZ's.
The factory is just a stepping stone to the coal plant. If you have an IZ that's say, +6:c5production:, and you run craftsmen, you're gonna get 12+3 (workshop) =15:c5production: if you leave it empty, or 12+3(workshop)+0(assume already covered by factory)+12(coal plant) =27:c5production: if you put down those buildings, which would average to 6:c5production: for each of those two buildings.
I should also point out that James Watt's bonus production only applies to the city with the factory, it doesn't change the aura; with mausoleum this can be up to +4:c5production: per city extra. Further, since Japan is really popular with this type of IZ strategy, the culture bonus of the electronics factory is local as well.

In either case (to me) it's almost always worth building the factory in decent IZs just to get to the coal plant. As a return on power load, 12:c5production: for 2 power is a lot better than most buildings offer!
 
Actually, with all the new adjacency bonuses, isn't the coal power plant VERY overpowered compared to the others?
The coal plant is, IMO, the single most OP building in the entire game. It completely blows the doors off the oil plant which gives less production in almost every case and uses the resource your entire military needs. The Nuke plant, i will point out, has phenomenal power conversion if you need that since uranium is 1 unit:16 power. Further, the science aura is a separate thing from the production aura, so even cities with coal plants will get the science aura from a nuke plant since there is no other science aura in the game.
 
Oh wait, I think I've found the mistake in my thinking - coal power plants don't share their production bonus in a 6-tile radius!!!
That's it, now it makes sense! I thought all 3 power plants share their production, but only Oil and Nuclear do :eek:

This brings me back to the question:
If I build one "core" IZ with a nuclear power plant centrally, and a few other "peripheral" IZ's with coal power plants within 6 tiles of the core IZ, then I should get the large local production boost from the coal power plants PLUS the radiated science boost from the nuclear power plant in my "peripheral IZ's, right?
If I then trade away all my coal and produce power purely from uranium - the coal power plants should actually be clean, if I understand this correctly?

At least that's how I understand the wiki:
https://civilization.fandom.com/wiki/Power_(Civ6)
 
If I build one "core" IZ with a nuclear power plant centrally, and a few other "peripheral" IZ's with coal power plants within 6 tiles of the core IZ, then I should get the large local production boost from the coal power plants PLUS the radiated science boost from the nuclear power plant in my "peripheral IZ's, right?
If I then trade away all my coal and produce power purely from uranium - the coal power plants should actually be clean, if I understand this correctly?
Yes. But you no longer need to trade away the coal once you have nuke.
From the June 2019 patch notes:
Power
  • Changing the rules for which Power Plant resources are used first. Uranium, as the most power-efficient resource (16 power per unit), will now always be used before Oil (4 Power) and Coal (4 Power), if it is available.
This is not reflected on the wiki. If you run out of uranium then it will still try to burn coal, but a single uranium deposit provides 48 power or ~16 tier 3 buildings like labs, stock exchanges, etc, so you're probably fine. Renewable like hydro always get used before fuel is burned, btw.
 
I have run into the what-do-I-build-now? problem before, usually on SV. Running projects can be less-than-worthwhile at times, because the Great Person next in line sucks. I really, really, don't want Ada Lovelace. I can always build units and go for Dom, but that means backstabbing my allies and that is a boatload of micro I really prefer not to go through. I tend to build Theater Districts a lot and build the Archaeologists. So much so, that I find it easy to accidentally win a CV when I am going for SV.
 
  1. Should I leave "surplus" IZ's (those I've built solely to reap a nice adjacency, but which aren't needed for the 6-tile-coverage of factories and power plants) without tier 2 and 3 buildings?
  2. Does the bonus industrial city-states to factories radiate or is it only local?
  3. I guess building a workshop in surplus IZ's is never wrong, especially if I have industrial CS's that give a bonus to them?
  4. Production from specialists is always local, right?
  5. Regarding power consumption: If multiple types of power plants overlap, power is generated from the strategic resource I have the largest stockpile of, right?
  6. Assuming I had an overlap from both a nuclear and a coal power plant, would I be able to sell away my coal, generate power from the nuclear plant, but still benefit from the potentially superior production bonus from the coal power plant?
  7. Actually, with all the new adjacency bonuses, isn't the coal power plant VERY overpowered compared to the others?

1: Maybe early enough Hansas, I don't think it is efficient for any other Civs. Yes you can do whatever you want to do if you just want to do that.
2: Local.
3: No, I don't build workshop in surplus Hansas. 195 prod for 3 prod per turn-> No.
4: Yes
5: See Civilopedia. It has a clear discussion on the priority.
6: Yes. Even if your coal power plant is not working it produces production.
7: No. Other power plants extend their production to all cities within 6 tiles, this sums up to be much more. (However coal plants comes earlier so I still build the coal one if I don't have access to others)
 
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