Understanding yield resources in Civ 6
0:00 - Yield Resources in Civ 6
0:39 - Gold & Production
2:55 - Faith
5:27 - Food
7:06 - Science
8:57 - Culture & Tourism
Gold and production have one purpose - build new stuff.
Anything can be built over time with production. This is the base way new units, districts, buildings, and projects get completed, especially at the start of the game.
Gold allows you to buy many things immediately. Here are the other things to know about the differences between production and gold.
Production takes time, but some things like city walls and wonders can only be built with production.
Production is a local resource. It can only be used in the city that produces it.
Gold is an empire resource. While it's created in each city, it can be used in any city regardless of where it came from.
Gold also has an additional use in that you can use it to trade with other civs for luxuries, strategic resources and more.
Based on how much things cost in production vs. gold, a good starting exchange rate for production and gold is one production equals four gold.
For example, a granary on standard speed costs 65 production to build or 260 gold to buy (1:4).
Note that there are a few modifiers in the game from leaders as well as era declarations that can alter that exchange. For example, Mansa Musa receives a penalty for production of 30%, so for him the ratio is one production equals 2.8 gold. There aren't lots of these modifiers, but they do exist.
Gold and production are required for any victory type.
Faith
Faith can be used to buy things as well, including buildings and units under certain conditions. Faith is also used to acquire religious units used to improve and spread religion.
Faith can always be used to buy religious units including missionaries and apostles among others.
Faith is also used to buy Naturalists and Rock Bands later in the game.
Jesuit Education belief (allows campus and theatre square buildings to be bought with faith).
Being the suzerain of Valleta (militaristic city state) allows you to buy city center buildings with faith.
The governor Moksha with the right promotions allows you to buy districts with faith.
Faith is critical if you are going for a religious victory. Some faith (to buy rock bands and naturalists) is helpful for cultural victories as well. Outside of that, faith isn't really needed but can still be useful to buy great people or settlers in a golden age with the right declaration.
Food
Food has one job - grow your cities. Without a surplus of food, cities will not grow. The more surplus a city has, the faster it will grow to its next level.
Why do you want bigger cities? City levels give you science and culture - the bigger a city is, the more science and culture you get from that city even if it has no campus or theater districts.
City levels also determine how many districts a city can build. A city that's level one can support one district. After that, a city needs three additional levels to support another district, so you can build another at city level four, a third at city level seven, a fourth at level 10, and so on.
Note that city growth is slowed if you have a housing or amenities shortage in the city. When this is happening, food in that city is worth much less as the city can't fully benefit from a food surplus.
Food is a local resource and only usable in the city that produces it.
Science
Science's sole purpose is unlocking tech from the tech tree. Without it, your civ is stuck in the stone age fighting with sticks and rocks.
Science is the easiest yield resource to understand - either you have it or you don't. What you have goes into unlocking tech from the tech tree. Every tech has a required science price. Once you've allocated that much in science to researching a tech, it unlocks.
All victory types require some level of scientific investments, although it is much more important for science and domination victories.
Culture
Culture is another dual purpose yield resource. It creates domestic tourists, useful for fending off cultural victories by other civs, and it's used to unlock civics in the civics tree.
Unlocking civics tree items give you better policy cards and more powerful government types among other abilities, units, and buildings, making it important to have some investment in culture regardless of your desired victory type.
Contrary to what might sound logical, culture is not needed for a cultural victory. A cultural victory is won by tourism, although you can't create high tourism without also creating high culture. For example, great works create tourism which need to be housed in a theater district which creates culture.
With this base understanding of different yield resources, you're now ready to start managing yields and city locations like a pro. Watch this next video on how to select city sites to maximize a city's potential.
16 авг 2024