acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,470
There is a great post here about how Civ VI mid / late game lacks production relative to unit, building and district costs.
I’m interested to hear people’s thoughts on “why” there is a lack of production. Or, put another way, which mechanics aren’t pulling their weight or are causing problems.
A few thoughts:
- I don’t think the problem is improvements. Mines etc. generally give good production, and they increase well as you research techs. Lumber mills are perceived as a little underpowered, but I don’t think they are - they are good on hills / with rivers, and also let you keep appeal which has some use mid or late game.
- IZ and its buildings seem very underpowered. IZ just doesn’t have strong enough adjacency and the buildings giving flat production is problematic. I think IZs are the big problem really, particularly given there is no card to multiply building yields (and I think there would be balance problems if there were). FXS tried to buff IZ and IZ buildings with Magnus, but it doesn’t seem to have worked.
- Trade routes, policy cards ( eg e-commerce) and wonders don’t seem to really help, because the game is over way before you’d get much benefit from these.
- I’m not really clear whether Tier 3 Governments do enough to boost production. Looking at Communism and Democracy, I think the intention was that Tier 3 buildings would create a sudden burst of production. That’s a cool idea, but I’m not sure it works.
- I think maybe some things don’t synergise well. e.g. Democracy gives you +1 production per district, which would synergise well with Neighbourhoods... except, no one builds Neighbourhoods. The religious belief “Work Ethic” is also another one that doesn’t work well, because it’s such a small bonus and you don’t tend to have large populations anyway. Some of these potential synergies also come very late in the game.
I’m interested to hear people’s thoughts on “why” there is a lack of production. Or, put another way, which mechanics aren’t pulling their weight or are causing problems.
A few thoughts:
- I don’t think the problem is improvements. Mines etc. generally give good production, and they increase well as you research techs. Lumber mills are perceived as a little underpowered, but I don’t think they are - they are good on hills / with rivers, and also let you keep appeal which has some use mid or late game.
- IZ and its buildings seem very underpowered. IZ just doesn’t have strong enough adjacency and the buildings giving flat production is problematic. I think IZs are the big problem really, particularly given there is no card to multiply building yields (and I think there would be balance problems if there were). FXS tried to buff IZ and IZ buildings with Magnus, but it doesn’t seem to have worked.
- Trade routes, policy cards ( eg e-commerce) and wonders don’t seem to really help, because the game is over way before you’d get much benefit from these.
- I’m not really clear whether Tier 3 Governments do enough to boost production. Looking at Communism and Democracy, I think the intention was that Tier 3 buildings would create a sudden burst of production. That’s a cool idea, but I’m not sure it works.
- I think maybe some things don’t synergise well. e.g. Democracy gives you +1 production per district, which would synergise well with Neighbourhoods... except, no one builds Neighbourhoods. The religious belief “Work Ethic” is also another one that doesn’t work well, because it’s such a small bonus and you don’t tend to have large populations anyway. Some of these potential synergies also come very late in the game.
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