1) Quarries work the same as mines for the purposes of adjacency bonuses. 2) One factory should be built with a future Ruhr valley in mind, that is build it so that there is an available river tile adjacent to your industrial tile. 3) If you plan on building a lot of ships, definitely plant one industrial zone on a coast adjacent to an unoccupied ocean/water/coast tile. The Venetian Arsenal wonder will double the number of ships you manufacture in the future.
Note that the venetian arsenal is only worth it after you produce 1800 production of ships before the 100% production bonus card. So thats 3600 production total value. Usually i try to build my ships relatively early and upgrade them troughout the game with gold. I wont be spending anywhere near 3600 production on ships early on ever. So the wonder only gets worth it in late game when you are producing extra ships to turn your upgraded ships into fleets. (and add carriers and submarines). I don't want to build venetian arsenal early when its value only comes in late game. If it so happens that building a coastal IZ fits my other plans, i will do it however, so that i may build the venetian in late game. The AI doesn't build it that often, so good chance it will still be available.
One quarry adjacent to the industrial zone provides +1 production, but two mines adjacent provide +2 production, so they aren’t exactly identical in effect.
Nice video! From playing the first Civilization back in the early 90's, I've always valued production as the highest/most important of all resources. Thus, when placing industrial zones, I'm always trying to optimize its adjacency bonuses, unlike most other districts. Nice Hanza triangles btw!
Since this Tips video was released, the adjacency bonuses have heavily been changed. You get major bonuses by placing your industrial zone next to a dam or an aqueduct (river are thus very interesting), and the mine bonuses have been decreased.
@@TheSaxyGamer I can't believe that quality on this channel has dropped so low. I used to say to people 'you know who makes quality Civ videos on UA-cam, The Saxy Gamer that's who.' Now I don't think I could say that without laughing afterwards. You have disappointed me, your fan base a whole and most likely yourself. I recommend you post a 10 minute apology video and quit UA-cam in order to become a Tibetan monk to lead a life of reflection on your mistakes.
@@JackFroster At first I thought you were serious and I was gonna reply that the start of the leader spotlight series was filled with so many mistakes that there was rarely a video that I didn't make a mistake XD. But then I kept reading and chuckled a little. Guess I'll have to make a video that's 10:02 long titled "I MESSED UP!!!?!" with a funny face and big red arrow in the thumbnail and 9 minutes of advertisement and one minute of saying "I'm sorry you guys are offended". Maybe it would get added to UA-cam rewind 2018 too lol
Running the project gives a city full power. That can be very powerful if you want to lower your carbon footprint but have a lot of power-hungry buildings.
Hey Saxy Gamer, your videos really helped me play better, thanks! Any chance you might update some of them to cover the changes with Gathering Storm? The need to power buildings and generate power (and CO2) really changes the strategy for districts, so I'd very much like your view on that.
There are couple exceptions: you may want to build Factory/Power Plant if you want to propagate its effect to nearby city without Industrial zone 6 tiles away (or 9 with Toronto). Also Communism (Class Struggle civic) inspiration requires 3 factories and Ruhr Valley requires adjacency to river along with factory. P.S. Gathering Storm expansion pack is going to change how Power Plants work.
If you see this can you please do an updated version of this with the rising storm dlc I wanna hear you take on powerplants I’m new to Civ and loving it
hey Saxy would u mind updating some of your old videos as well, so they dont become irrelevant? maybe once the gathering storm comes out? I guess the old, starting location analasys, and many of the others will be different with all the changes to the mechanics.
Aqueducts and dams give a lot of adjacency bonuses to industrial zones too. An obscene amount. I always try to match them together despite what victory im goin for, cause its sooo much production
I know it seems obvious but I just want to double-check.... When you build a wonder or district over a tile, it removes the food/gold/production values from the default tile, right?
@The Saxy Gamer great video as always, I was particularly looking for a tutorial about the Industrial zone lately coz it's one of my most favorite zones coz I love production! :) Anyway, Can you please consider making a guide video about appeal, what affects it, how to enhance it, and related things like national parks and seaside resorts?
Thanks for these - recently downloaded civ 6 after being a longtime fan of civ 5 and struggled to get into the new one. These have been helpful and oddly chill to listen to while pottering around. Just wanted to check in and say i appreciate the effort brother. Keep on keeping on ☺️ John, from the 🇬🇧 ps., you may have mentioned this somewhere else I’m yet to see but are you planning to comment in depth on Gathering Storm when it lands? Hope so.
Thanks John, glad you like the content! And yes, I'm definitely going to be doing some Gathering Storm related stuff soon and even more when it releases!
11:50 You don't think the Workshop is that good? Sure, the +2 production is anemic, but it allows the building of factories, which provide +3 production to every city within 6 tiles of that industrial zone.
Yeah but if you get the workshop only to be able building the factory, doesnt make the workshop itself a good building. It is more of an obstacle than a building where you are happy when finished.
bro, i confuse, i already got oil and coal......per turn I get 70 + oil and coal I get +18 per turn.....but how come there's no getting it and it says - for power ...... what does this mean and how do you keep it + the oil and coal ? thankyou man
Hi again. I have a question, hoping you can help. As i mentioned before, i’m Civ 5 savvy but a novice in 6. My big query is regarding the founding city: in Civ 5 i always felt it imperative to settle my capital on the coast due to the higher trading yields. How important is it, if at all, to settle your captain with access to the seas in civ 6? I’ve looked through many of your videos but I couldn’t find mention of this - you are rather prolific however so do send me a title of a vid with this info if there is one. Gathering Storm, with the canals set up, seems to be highlighting the importance of sea access reading between the lines. How important is access to the sea, especially with one’s capital, in rise and fall? Once again: thanks for yr help, v much enjoying your content 🤘
Currently, I would advise against settling on the coast. Coastal settling is a bad idea because you get less housing compared to fresh water, worse yields because sea tiles are not as improvable compared to land tiles, and the city is more vulnerable to sea attacks. Also, there isn't a trading bonus to going across ocean tiles. This may change in Gathering Storm, as sea trade routes are going to be more beneficial, potentially making the coast more viable.
The Saxy Gamer aww great stuff - really appreciate that, also a wonderfully swift reply too, what service 🙌☺️ - i wonder if you’d consider ever doing a ‘my recommended mods’ video [forgive me if you already have; i have had a good look through your archive but may have missed that one too]? 🌟
Hey new to Civ6 but have been watching a lot of these! Thanks in advance, but I have a question for Japan. Is it worth to build electronics factories if I’m going for a science victory? (In addition to campuses)
@TheSaxyGamer couple months and you will have new leader spotlights to do and might have to go back and revisit some of the districts. Also christmas is coming up, plan on pumping out a lot of videos next week or week after?
Yeah, I'll be doing leader spotlights for all the new leaders and probably redoing the ones for the leaders that will see big changes, like England. And yes, I just started my break from school so the videos will be uploaded on a much more consistent basis for the next few weeks!
@@darkstorminc But you have to be surrounded by hills in order to get a nice adjacency bonus from mines, and that doesn't always happen if you don't set the World Age to *young*. On the other hand, you can plan where you're going to put your districts, which is much less rng-related. I also think that of all the Districts that can be abused, the Hansa is the strongest one, because Production (in)directly boosts basically every win condition, be it spamming troops, building wonders or launching rockets.
Very nice overview on industrial zones! They definitely feel a little weaker than other districts, mostly because it's a straight investment of turning production into more production. Workshops only pay for themselves in 50 turns, and industrial zones' can be a juggle between getting a good adjacency and getting good coverage across your cities (getting an extra city in range takes higher priority imo). Industrial zones really only start paying for themselves by the Industrial era, and even then you'd need at least 4 cities effected before you get reasonable returns (a factory in 3 cities pays for itself in 44 turns, 4 cities in 33). Power plants come a little too late in the game to really mean anything, and are actually less worthwhile than a factory is (a 4 city overlap means you break even in 37 turns). It's also because of industrial zones that I like Japan so much. The extra adjacency from its UA doesn't compare to Germany, but it's still enough that you can get a good city overlap without sacrificing your initial returns. Electronics factories not only provide higher yields, but are actually a little cheaper too (355 production), and with a 4 city overlap it can pay for itself in as little as 23 turns. On a side note, I'd like to touch on how this district's wonders are also exclusively related to increasing production. Venetian Arsenal is pretty simple, it doubles your effective production towards all naval units. If you're planning on spamming Frigates, this wonder pays for itself after your third frigate (sixth if you include press gangs). The only real downside to VA is how you might need to sacrifice some city overlap to meet the prerequisites. Ruhr Valley is a little harder to judge with its % bonus, but let's say you're doing well and could earn 20 extra production. Well, even then it sucks. You'd need at least 73 turns for that to pay for itself. The only plausible use for Ruhr Valley is to be "banking" your production for space parts.
@@vicratlhead2228 That's fair enough, but Great People leave a lot of options open. James Watt makes all Factories yield +2 production, and that can be doubled with Mausoleum. It's effects like these that make me disregard great people, as the same could be applied to other categories (Newton for example). Not to mention, you're still using production to invest into more production: the only difference being that your up-front cost is reduced by a great person. Big Ben would be a much more worthwhile wonder to be using your engineer on.
@@vicratlhead2228 Imo the science victory is kind of a production victory, which is making Ruhr 100% worth it (for science). The +20% production are insane, especialy later when you start stacking your traders in 1 city for the projects (or maybe 2 citys, depending on the game). You shouldn´t forget that you also get +1 production for every mine (and quarry) in this city.
@@donvitogonzalle Yes, this is why I mentioned Ruhr's uses in banking production for space parts. In all honesty, it's hard to judge just how useful the bonus is, which is why I assumed a moderately healthy city receiving +20 production at the time of creation. That's like a 70 production city, with 6 mines/quarries being actively worked. In a game where there's extreme centralization, this bonus could easily scale up to 30 or even 40 extra production, which is where the upfront cost of Ruhr starts becoming more worthwhile (37 turns in best case scenario). The only reason I'd rate Ruhr as a poor overall wonder is just how straightforward it is. Investing production for more production may be profitable by the time you're building space parts, but that same production could be going into other pursuits. I mentioned Big Ben, but you could also still be building a navy by the time you reach Industrialization (Brazil in particular). With production policies in mind, the production you'd need for Ruhr is enough to build 9 frigates (w/o Venetian Arsenal) - easily enough to make your navy dominant. Even less efficient means of production can still yield results: that same production could be used to make 6 industrial era land units (including England/France/Russia's UUs), or just be invested into infrastructure and get both of your Industrial era buildings (excluding Factory) at half the cost of Ruhr. Sure, you can grow your cities to the point where you can build parts in under 10 turns. But you could also weaken your competition to the point where they can't compete over space parts in the first place. As a comparison, let's look at Ruhr's chad counterpart: Kilwa. Kilwa comes much earlier in the game, and still syncs nicely with its prerequisite tech providing lumber mills. While a bit more rng related, it's very possible that you can get a flat 15% bonus towards both infrastructure and units, and has a much more favorable cost of 710 production. With production policies in mind, this is worth 5 Knights (while making that same production worth 6 knights after constructing Kilwa). And this is all without considering just how multipurposed Kilwa can be - an easy suzerainship, and with % bonuses that apply globally. Who cares if it doesn't apply towards space parts, this wonder can easily make up for its cost (ironically enough, it's this same efficiency that can make Ruhr a viable wonder when put in combination).
Does production bonus from Coal plants extend to other cities the same way as factories do in GS or do I have to build coal plants in the cities I want to have this bonus? If that' s the case I have to build more factories to get production from Coal plants as well...
A reason to build multiple factories/power plants in the area already affected by one is to build sabotage and pillage immunity. Say my city of Texcoco lies within the border of Korea (actually, it seems I am recapping an older campaign xD) and they decide to attack and declare war. I need to rebuild the wall which got heavily damaged by the first aerial bombings, but, alas, a rival spy just sabotaged the city industrial zone. Fortunately, repairing it can wait and the city fortifications can be repaired quickly just because Tenochtitlan's factory and power plant are nearby enough to supply. Even if Texcoco gets overrun and enemy soldiers occupy it's industrial zone, it will keep a heft of production. Apply the same for scenarios, like racing for the Martial ship, and in the end building a network of industrial back ups can save the day.
Saxy Gamer, your video says 17-18 December but the deal isn't available right now on the site :( (18 December). A friend and myself would be interested, is there any way still? Thanks :-)
I believe both are equal to 15% of the total production that it costs to do the project. Not too sure how it works since some provide gold per turn, but I believe that's how the great people points work.
Question. If i put down a Industrial zone that has +1 from mine, then remove the mine later in the game for some reason. Does the +1 bonus dissapear from the industrial zone if i do that ? Yes im new to the game :D
Yes, the bonus disappears. On the other hand, if you build a mine after the industrial zone is already finished, the +1 production will be added. It´s the same with the campus district. The Campus district gets +1 science for every 2. rainforest tiles, but if you remove the rainforest later in the game, the bonus disappears.
Also for some reason yield changes don't always register on the turn you make the changes ie build/remove a mine. Itll show up in the mouse over on the next turn.
@@vicratlhead2228 Yeah Civ6 tends to do that on more occasions, like if you change your citizen slots, city-growth and production will not be adjusted (visually) until the next turn
Forgot the Aerodrome but they're rarely built so you're excused. The IZ was op in Vanilla when the factories and power plants could overlap. Now they're barely worth the production required to build them. I'll still build a few but just enough to get the T2 and T3 building coverage in most cities. Overall it's often too expensive to build and develop. Wish they'd add a card that made them cheaper to build like encampments have. Hoping the power mechanic in GS makes IZs more relevant.
TFW I bought Civ VI as a comepletely new player, and then I realised I had to spend more time learning things about how this game works than my time spending on my academic. This game is really fun tho.
I play Teddy Roosevelt almost every game, which means this district is usually very important to me :( Would you ever consider doing Leader Spotlights, or similar reviews for leaders from the more popular mod-packs, like JFD's leaders? I've installed them, because I love history, but I am a huge noob at Civ so I have no idea how to evaluate/strategize with them, and it means I don't usually do very well with them :/
I also don't think anyone else on UA-cam has done individual Leader Spotlights for them, either, so it would at least be a draw for your channel, since anyone looking for them would end up here.
great, chrono doesnt want to have my money! is it really that important from which part of the globe the money's comming from? well i guess so, otherwise they wouldn't only accept from US accounts...
It may be due to the source of their keys. If their provider only provided US keys, then they couldn't sell them to international customers because I don't believe that they would activate on Steam. Not sure if that actually is the case, but that's my best guess.
Industrial zones are broken, production is your most valuable resource. The more production, the more everything you have. Industrial zones give without a doubt the most consistently good great people, only some from each of the trees could be considered better but the Engineers are constantly good if not actually the best, while all the other zones great people are pretty useless most of the time except for a little boost so mediocre it doesn't matter, and that rare great person every era or 2 that gives something great like unique luxuries from a merchant. Sure it takes a while for the production spent to pay for itself, but it does and it does in every other thing you build thereafter. So it may take you 30 turns to pay for itself, but everything built there after is 1-6 turns shorter. So it easily pays for itself. You can also then assign citizens to the district to get even more production, which you should always be doing with your campus' and industrial zones.
1) Quarries work the same as mines for the purposes of adjacency bonuses.
2) One factory should be built with a future Ruhr valley in mind, that is build it so that there is an available river tile adjacent to your industrial tile.
3) If you plan on building a lot of ships, definitely plant one industrial zone on a coast adjacent to an unoccupied ocean/water/coast tile. The Venetian Arsenal wonder will double the number of ships you manufacture in the future.
4) One power plant if you want your fleet and armada production quickly. Works same for bombers but need aerodrome district.
Note that the venetian arsenal is only worth it after you produce 1800 production of ships before the 100% production bonus card. So thats 3600 production total value. Usually i try to build my ships relatively early and upgrade them troughout the game with gold. I wont be spending anywhere near 3600 production on ships early on ever.
So the wonder only gets worth it in late game when you are producing extra ships to turn your upgraded ships into fleets. (and add carriers and submarines). I don't want to build venetian arsenal early when its value only comes in late game. If it so happens that building a coastal IZ fits my other plans, i will do it however, so that i may build the venetian in late game. The AI doesn't build it that often, so good chance it will still be available.
I love constructing Venetian Arsenal wonder
One quarry adjacent to the industrial zone provides +1 production, but two mines adjacent provide +2 production, so they aren’t exactly identical in effect.
Greetings from Dortmund, one of the city’s in your German empire!
This video is now out of date due to gathering storm drastically changing power plants and factories.
Works fine for people who aren't playing with the expansions, though. I'm sure someone will eventually make a similar video for Gathering Storm.
And adjacency bonuses for Aqueducts, Canals, and Dams
@@eclipset.9683 Like me, still trying to figure out vanilla xD
@@eclipset.9683 Bet
@@evage99I have vanilla I find it hard to find normal tips nowadays
Nice video!
From playing the first Civilization back in the early 90's, I've always valued production as the highest/most important of all resources. Thus, when placing industrial zones, I'm always trying to optimize its adjacency bonuses, unlike most other districts.
Nice Hanza triangles btw!
Playing Germany
Judaism is major religion
Oh no
I see what you did 1939-1945
LMAO
I was playing as Spain one time and got the notification that Montezuma founded Catholicism and bursted out laughing
@@dchiznit209 Actually nowadays Catholicism is the majority religion in Mexico due to Spanish imperialism
you know the rules and so do I!
You got me laughing with that "prodACTION" at 10:41 xD
Your videos are extremely helpful, dude! Keep up the good work...
Haha, sometime I just forget how to talk. Glad you enjoy the videos!
good video! I look forward to these as they are a great review before playing against my friends, keep it up! thanks!
Thanks, glad you enjoyed it!
I would build the Factory in overlapping cities if i plan to establish new cities nearby. That way the new city gets a bonus too! 🥰
Since this Tips video was released, the adjacency bonuses have heavily been changed. You get major bonuses by placing your industrial zone next to a dam or an aqueduct (river are thus very interesting), and the mine bonuses have been decreased.
2:25 says gold instead of production. Great video though
RIP, yes it does, should be production indeed.
@@TheSaxyGamer I can't believe that quality on this channel has dropped so low. I used to say to people 'you know who makes quality Civ videos on UA-cam, The Saxy Gamer that's who.' Now I don't think I could say that without laughing afterwards. You have disappointed me, your fan base a whole and most likely yourself. I recommend you post a 10 minute apology video and quit UA-cam in order to become a Tibetan monk to lead a life of reflection on your mistakes.
@@JackFroster At first I thought you were serious and I was gonna reply that the start of the leader spotlight series was filled with so many mistakes that there was rarely a video that I didn't make a mistake XD. But then I kept reading and chuckled a little. Guess I'll have to make a video that's 10:02 long titled "I MESSED UP!!!?!" with a funny face and big red arrow in the thumbnail and 9 minutes of advertisement and one minute of saying "I'm sorry you guys are offended". Maybe it would get added to UA-cam rewind 2018 too lol
@@TheSaxyGamer Dont listen to that Dingleberry Jackforster. I love your content and am jealous I didn't think of doing it first. Keep doing you.
@@TheSaxyGamer Sorry for the necro but i have to say:
I guess you messed up in the PRODUCTION of this video
Running the project gives a city full power. That can be very powerful if you want to lower your carbon footprint but have a lot of power-hungry buildings.
Hey Saxy Gamer, your videos really helped me play better, thanks! Any chance you might update some of them to cover the changes with Gathering Storm? The need to power buildings and generate power (and CO2) really changes the strategy for districts, so I'd very much like your view on that.
If you're going for a science victory there are a few late game engineers that are really handy to have for your space race victory.
I build a factory and power plant in all my cities because if I let the AI get any of the great engineers then I have failed.
@Adrain Acha I don't play multiplayer. Its bad for my anxiety and also I dislike speeds faster than marathon. :P
@@zeuellaaaame
There are couple exceptions: you may want to build Factory/Power Plant if you want to propagate its effect to nearby city without Industrial zone 6 tiles away (or 9 with Toronto). Also Communism (Class Struggle civic) inspiration requires 3 factories and Ruhr Valley requires adjacency to river along with factory.
P.S. Gathering Storm expansion pack is going to change how Power Plants work.
If you see this can you please do an updated version of this with the rising storm dlc I wanna hear you take on powerplants I’m new to Civ and loving it
"not rushing"
Except when you're Germany.
hey Saxy
would u mind updating some of your old videos as well, so they dont become irrelevant?
maybe once the gathering storm comes out?
I guess the old, starting location analasys, and many of the others will be different with all the changes to the mechanics.
Aqueducts and dams give a lot of adjacency bonuses to industrial zones too. An obscene amount. I always try to match them together despite what victory im goin for, cause its sooo much production
Are the factory bonus given on 6 tiles from the factory (to the receiving city) or the city centre that owns the factory? Hope that makes sense
I know it seems obvious but I just want to double-check.... When you build a wonder or district over a tile, it removes the food/gold/production values from the default tile, right?
yes
Is the benefit within 6 tiles of the factory/power plant, or 6 tiles of the city center that had the factory/plant?
Yes.
There's also a +1 adjacency bonus for each strategic resource , horses, iron, niter, coal, oil, aluminium and uranium.
2:12 Why does it say gold instead of production?
Thanks man it’s been a while so I was kinda lost haha
You pronounce Aachen better than my friend, who pronounces it the englisized way
@The Saxy Gamer great video as always, I was particularly looking for a tutorial about the Industrial zone lately coz it's one of my most favorite zones coz I love production! :) Anyway, Can you please consider making a guide video about appeal, what affects it, how to enhance it, and related things like national parks and seaside resorts?
Thanks for these - recently downloaded civ 6 after being a longtime fan of civ 5 and struggled to get into the new one. These have been helpful and oddly chill to listen to while pottering around. Just wanted to check in and say i appreciate the effort brother. Keep on keeping on ☺️ John, from the 🇬🇧 ps., you may have mentioned this somewhere else I’m yet to see but are you planning to comment in depth on Gathering Storm when it lands? Hope so.
Thanks John, glad you like the content! And yes, I'm definitely going to be doing some Gathering Storm related stuff soon and even more when it releases!
In my most recent game of civ 6, my production was so damn high that I was building thermonuclear devices in 5 turns. Nuked everything!!
11:50
You don't think the Workshop is that good? Sure, the +2 production is anemic, but it allows the building of factories, which provide +3 production to every city within 6 tiles of that industrial zone.
Yeah but if you get the workshop only to be able building the factory, doesnt make the workshop itself a good building. It is more of an obstacle than a building where you are happy when finished.
bro, i confuse, i already got oil and coal......per turn I get 70 + oil and coal I get +18 per turn.....but how come there's no getting it and it says - for power ...... what does this mean and how do you keep it + the oil and coal ? thankyou man
Hi again. I have a question, hoping you can help. As i mentioned before, i’m Civ 5 savvy but a novice in 6. My big query is regarding the founding city: in Civ 5 i always felt it imperative to settle my capital on the coast due to the higher trading yields. How important is it, if at all, to settle your captain with access to the seas in civ 6? I’ve looked through many of your videos but I couldn’t find mention of this - you are rather prolific however so do send me a title of a vid with this info if there is one. Gathering Storm, with the canals set up, seems to be highlighting the importance of sea access reading between the lines. How important is access to the sea, especially with one’s capital, in rise and fall? Once again: thanks for yr help, v much enjoying your content 🤘
Currently, I would advise against settling on the coast. Coastal settling is a bad idea because you get less housing compared to fresh water, worse yields because sea tiles are not as improvable compared to land tiles, and the city is more vulnerable to sea attacks. Also, there isn't a trading bonus to going across ocean tiles. This may change in Gathering Storm, as sea trade routes are going to be more beneficial, potentially making the coast more viable.
The Saxy Gamer aww great stuff - really appreciate that, also a wonderfully swift reply too, what service 🙌☺️ - i wonder if you’d consider ever doing a ‘my recommended mods’ video [forgive me if you already have; i have had a good look through your archive but may have missed that one too]? 🌟
Could you do it for the hanza
Hey new to Civ6 but have been watching a lot of these! Thanks in advance, but I have a question for Japan. Is it worth to build electronics factories if I’m going for a science victory? (In addition to campuses)
@TheSaxyGamer couple months and you will have new leader spotlights to do and might have to go back and revisit some of the districts. Also christmas is coming up, plan on pumping out a lot of videos next week or week after?
Yeah, I'll be doing leader spotlights for all the new leaders and probably redoing the ones for the leaders that will see big changes, like England. And yes, I just started my break from school so the videos will be uploaded on a much more consistent basis for the next few weeks!
the factory aura is from factory-city border or factory-city center?
can i receive the adjacent bonuses after placing the district? like mining diamonds after the district are done
Great video! You must be a master dom because you totally got me to sub.
I'd say that it's important to rush Apprenticeship only if you're playing Germany, cause the Hansa is absolutely broken.
Not too broken since it doesnt get bonuses from normal mines. If you plan it right any district can be abused really.
@@darkstorminc But you have to be surrounded by hills in order to get a nice adjacency bonus from mines, and that doesn't always happen if you don't set the World Age to *young*. On the other hand, you can plan where you're going to put your districts, which is much less rng-related.
I also think that of all the Districts that can be abused, the Hansa is the strongest one, because Production (in)directly boosts basically every win condition, be it spamming troops, building wonders or launching rockets.
Very nice overview on industrial zones! They definitely feel a little weaker than other districts, mostly because it's a straight investment of turning production into more production. Workshops only pay for themselves in 50 turns, and industrial zones' can be a juggle between getting a good adjacency and getting good coverage across your cities (getting an extra city in range takes higher priority imo). Industrial zones really only start paying for themselves by the Industrial era, and even then you'd need at least 4 cities effected before you get reasonable returns (a factory in 3 cities pays for itself in 44 turns, 4 cities in 33). Power plants come a little too late in the game to really mean anything, and are actually less worthwhile than a factory is (a 4 city overlap means you break even in 37 turns).
It's also because of industrial zones that I like Japan so much. The extra adjacency from its UA doesn't compare to Germany, but it's still enough that you can get a good city overlap without sacrificing your initial returns. Electronics factories not only provide higher yields, but are actually a little cheaper too (355 production), and with a 4 city overlap it can pay for itself in as little as 23 turns.
On a side note, I'd like to touch on how this district's wonders are also exclusively related to increasing production. Venetian Arsenal is pretty simple, it doubles your effective production towards all naval units. If you're planning on spamming Frigates, this wonder pays for itself after your third frigate (sixth if you include press gangs). The only real downside to VA is how you might need to sacrifice some city overlap to meet the prerequisites. Ruhr Valley is a little harder to judge with its % bonus, but let's say you're doing well and could earn 20 extra production. Well, even then it sucks. You'd need at least 73 turns for that to pay for itself. The only plausible use for Ruhr Valley is to be "banking" your production for space parts.
Ruhr feels like something only worth building if you have a GE you can rush it with.
@@vicratlhead2228 That's fair enough, but Great People leave a lot of options open. James Watt makes all Factories yield +2 production, and that can be doubled with Mausoleum. It's effects like these that make me disregard great people, as the same could be applied to other categories (Newton for example).
Not to mention, you're still using production to invest into more production: the only difference being that your up-front cost is reduced by a great person. Big Ben would be a much more worthwhile wonder to be using your engineer on.
@@vicratlhead2228 Imo the science victory is kind of a production victory, which is making Ruhr 100% worth it (for science). The +20% production are insane, especialy later when you start stacking your traders in 1 city for the projects (or maybe 2 citys, depending on the game). You shouldn´t forget that you also get +1 production for every mine (and quarry) in this city.
@@donvitogonzalle Yes, this is why I mentioned Ruhr's uses in banking production for space parts. In all honesty, it's hard to judge just how useful the bonus is, which is why I assumed a moderately healthy city receiving +20 production at the time of creation. That's like a 70 production city, with 6 mines/quarries being actively worked. In a game where there's extreme centralization, this bonus could easily scale up to 30 or even 40 extra production, which is where the upfront cost of Ruhr starts becoming more worthwhile (37 turns in best case scenario).
The only reason I'd rate Ruhr as a poor overall wonder is just how straightforward it is. Investing production for more production may be profitable by the time you're building space parts, but that same production could be going into other pursuits. I mentioned Big Ben, but you could also still be building a navy by the time you reach Industrialization (Brazil in particular). With production policies in mind, the production you'd need for Ruhr is enough to build 9 frigates (w/o Venetian Arsenal) - easily enough to make your navy dominant. Even less efficient means of production can still yield results: that same production could be used to make 6 industrial era land units (including England/France/Russia's UUs), or just be invested into infrastructure and get both of your Industrial era buildings (excluding Factory) at half the cost of Ruhr. Sure, you can grow your cities to the point where you can build parts in under 10 turns. But you could also weaken your competition to the point where they can't compete over space parts in the first place.
As a comparison, let's look at Ruhr's chad counterpart: Kilwa. Kilwa comes much earlier in the game, and still syncs nicely with its prerequisite tech providing lumber mills. While a bit more rng related, it's very possible that you can get a flat 15% bonus towards both infrastructure and units, and has a much more favorable cost of 710 production. With production policies in mind, this is worth 5 Knights (while making that same production worth 6 knights after constructing Kilwa). And this is all without considering just how multipurposed Kilwa can be - an easy suzerainship, and with % bonuses that apply globally. Who cares if it doesn't apply towards space parts, this wonder can easily make up for its cost (ironically enough, it's this same efficiency that can make Ruhr a viable wonder when put in combination).
Great video for its time but it's out of date now. Look at PotatoMcWhiskeys guide for an updated video
Does production bonus from Coal plants extend to other cities the same way as factories do in GS or do I have to build coal plants in the cities I want to have this bonus?
If that' s the case I have to build more factories to get production from Coal plants as well...
A reason to build multiple factories/power plants in the area already affected by one is to build sabotage and pillage immunity.
Say my city of Texcoco lies within the border of Korea (actually, it seems I am recapping an older campaign xD) and they decide to attack and declare war. I need to rebuild the wall which got heavily damaged by the first aerial bombings, but, alas, a rival spy just sabotaged the city industrial zone.
Fortunately, repairing it can wait and the city fortifications can be repaired quickly just because Tenochtitlan's factory and power plant are nearby enough to supply.
Even if Texcoco gets overrun and enemy soldiers occupy it's industrial zone, it will keep a heft of production.
Apply the same for scenarios, like racing for the Martial ship, and in the end building a network of industrial back ups can save the day.
Can you do an update for Gathering storm?
Are the maintenance cost cumulative? Meaning 1 for the district + 1 for the workshop + 1 for factory = 3 per turn?
Yes, you can check the maintenance cost in your city overview
Saxy Gamer, your video says 17-18 December but the deal isn't available right now on the site :( (18 December). A friend and myself would be interested, is there any way still? Thanks :-)
Unfortunately not, the sale ran from noon on the 17th to noon today (both in EST). I'll let you know when another one is scheduled though!
How do you figure out how much gold (or w/e) a project gives your per turn and how many Great People Points you get at the end?
I believe both are equal to 15% of the total production that it costs to do the project. Not too sure how it works since some provide gold per turn, but I believe that's how the great people points work.
Question. If i put down a Industrial zone that has +1 from mine, then remove the mine later in the game for some reason. Does the +1 bonus dissapear from the industrial zone if i do that ? Yes im new to the game :D
Yes, the bonus disappears. On the other hand, if you build a mine after the industrial zone is already finished, the +1 production will be added. It´s the same with the campus district. The Campus district gets +1 science for every 2. rainforest tiles, but if you remove the rainforest later in the game, the bonus disappears.
Also for some reason yield changes don't always register on the turn you make the changes ie build/remove a mine. Itll show up in the mouse over on the next turn.
@@donvitogonzalle Thanks alot!
@@vicratlhead2228 Yeah Civ6 tends to do that on more occasions, like if you change your citizen slots, city-growth and production will not be adjusted (visually) until the next turn
Forgot the Aerodrome but they're rarely built so you're excused.
The IZ was op in Vanilla when the factories and power plants could overlap. Now they're barely worth the production required to build them. I'll still build a few but just enough to get the T2 and T3 building coverage in most cities. Overall it's often too expensive to build and develop. Wish they'd add a card that made them cheaper to build like encampments have.
Hoping the power mechanic in GS makes IZs more relevant.
This one should be updated with new adjancencies :/
Which character are you playing in this Video?
@Adrain Acha is it an character you have to buy or is he One of the starting People?
for me chrono link takes me to a game called full metal furies.
Unfortunately the sale on Civ VI ended yesterday at Noon EST, sorry.
Well this video needs to be updated for Gathering Storm
TFW I bought Civ VI as a comepletely new player, and then I realised I had to spend more time learning things about how this game works than my time spending on my academic. This game is really fun tho.
Shit I juts got into civ but I wish I could get them DLC’s cheap
CD Keys
Saxxy, when you get a free time, please update this. Thank you in advance!
Do videos about great ppl
65 dollar off? That's a nice price...
I know, I was pleasantly surprised when I started working with Chrono because they actually have good deals and aren't a shady key seller haha
Why is the Industrial Zone so weak?
it's not. the vid is old. play civ
Cool video you the best man keep it up
if I by the gold edition of the game I will get the new Storm dlc or no !!?
Only Rise and Fall
Theater Square? :(
Oh yeah, I totally forgot about that one, oops.
I play Teddy Roosevelt almost every game, which means this district is usually very important to me :(
Would you ever consider doing Leader Spotlights, or similar reviews for leaders from the more popular mod-packs, like JFD's leaders? I've installed them, because I love history, but I am a huge noob at Civ so I have no idea how to evaluate/strategize with them, and it means I don't usually do very well with them :/
I also don't think anyone else on UA-cam has done individual Leader Spotlights for them, either, so it would at least be a draw for your channel, since anyone looking for them would end up here.
Needs update :c
65 percent off... USA only :(
No, it's global. The price is just in US Dollars.
great, chrono doesnt want to have my money! is it really that important from which part of the globe the money's comming from? well i guess so, otherwise they wouldn't only accept from US accounts...
It may be due to the source of their keys. If their provider only provided US keys, then they couldn't sell them to international customers because I don't believe that they would activate on Steam. Not sure if that actually is the case, but that's my best guess.
@@TheSaxyGamer Probably has to do with piracy tbh
babylon players here 🤣🤣
Prodaction
Industrial zones are broken, production is your most valuable resource. The more production, the more everything you have. Industrial zones give without a doubt the most consistently good great people, only some from each of the trees could be considered better but the Engineers are constantly good if not actually the best, while all the other zones great people are pretty useless most of the time except for a little boost so mediocre it doesn't matter, and that rare great person every era or 2 that gives something great like unique luxuries from a merchant. Sure it takes a while for the production spent to pay for itself, but it does and it does in every other thing you build thereafter. So it may take you 30 turns to pay for itself, but everything built there after is 1-6 turns shorter. So it easily pays for itself. You can also then assign citizens to the district to get even more production, which you should always be doing with your campus' and industrial zones.
In germany, we have just 22% of
talks too much just get to the point jeez.