After finishing the latter target and going back to choose production, I had the same production applied to a Builder, and was able to complete it from where I had left off.
Something to note: When building a District of any kind, the destination tile for that District is set whenever you confirm its placement. Changing production targets, then switching back to the District will not allow you to change the destination tile for that District. However, just like Civ 5, you won't lose the production you put into things, and Civ 6 actually SHOWS this a bit better by showing a progress bar on things you'd previously started.
Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Is there any build queue, or some way to switch production without wasting hammers? Ask Question. Asked 3 years, 5 months ago.
Active 1 year, 11 months ago. Viewed 42k times. Is my production just wasted, if I switch targets? See github. Active Oldest Votes. As far as I can tell, there is, sadly, not a build queue available in Civ VI. Source: Anecdotal gameplay experience. Sean Beach Sean Beach 1, 1 1 gold badge 11 11 silver badges 21 21 bronze badges. I'm not sure if it's a UI bug, but production might carry over. I've had times where I complete something, start the next item, and it takes one or two turns less than indicated in the build menu.
I always assumed this was carry-over production, but can't confirm. I just saw on Twitch someone using a production queue - is it a mod? Has this been added with the patch 1. There is no show queue in Civ, which makes me sad because I abused that feature in Civ V. Smiddy Smiddy 61 1 1 bronze badge. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.
The Overflow Blog.Principled people, look away now. Here are some issues Firaxis overlooked, and which will undoubtedly get patched, but which for the time being, you can exploit to get a leg up over your enemies. Aside from these exploits, is the game any good? Check out our Civilization VI review. Moreover, you can do this even if the unit is out of moves.
Why do anything other than sell them? Welcome to probably the biggest exploit in the game right now. Essentially, once you have the ability to purchase an army or armada, you have infinite gold. Credits to Redditors RandomMaguswho discovered this, and Drogzarwho popularised it.
RandomMagus reports buying a Battleship armada for about 3, gold, and selling it for 6, banking nearly 3, gold in one transaction! Drogzar corroborates, having profited 3, out of a Destroyer armada. This is pretty strong with any Civ, since the bonus production to cavalry means you can make money and use it to buy other stuff much faster than building that stuff the old-fashioned way.
With Scythia, though, this trick becomes genuinely game-breaking. This makes both winning wars and earning huge amounts of money trivial. One Redditor, tmffaw, says he was churning out horse archers with five or six cities, and earning over a thousand gold per turn. You can order your builders to chop down a forest for a production bonus to the nearest city a favourite trick in multiplayer games of Civ 5 to get the Great Library first, incidentally.
You can roam the map with Builders, rather than scouts, and chop down every tile of forest you can find, like a deranged Amazonian logging company. If your Builders are ever in danger, just sell them see below.
Sell them after they use two. If you use all three of its charges, you get seven charges for the price of six. Reverting to a smaller sum for selling units, and none at all if this is done outside of your borders, would solve pretty much all these issues. Back to Top. Civilization VI Strategy Simulation.
Production Overflow exploit
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This was maybe the most impactful statement of the Maori live stream: Chopping overflow is gone according to Ed! If you select a land unit next or have it in the new queuethe remainder of the chop only applies normally.
Also, if you have the ship-boost card and build a land unit while chopping, any leftover from the chop will be boosted if you select a ship next. Chopping overflow was gamey, unimmersive and encouraged weird strategies e. It also aggravated the AI weakness as it wouldn't know how to use this exploit.
This alone probably makes the AI one difficulty level stronger. Last edited: Dec 6, TomiceDec 6, Yes, yes, yes!!!Civilization VI - Exploits: Top 3 Most Broken
This was just neccesary. BittermanDec 6, GuandaoJkcharttedhebert and 1 other person like this. Joined: Sep 14, Messages: I'm not going to say I didn't enjoy doing this MidoriDec 6, GreywulfGuandaoJkchart and 2 others like this.
I have never once used the overflow exploit.
World wonders can only be built by one civilization. In previous Civilization games and civ-like games there were various consolation prizes for beginning to build a wonder and someone beating you to it. I think in Civ 5, half of the extra production was converted to money.
In some previous games I think the production could be used on other buildings. In Civ 6, though, it's not clear if a player receives any benefit from starting to build a wonder and failing to complete it before another civ does. When failing to complete a wonder in time, you will now receive a notification; it will indicate exactly how much production was "awarded" to the city in question:. However Production has been salvaged from the attempt and was awarded to the city of Texcoco. The next production you select in the city will be reduced in price by the value of the wonder; and given how expensive wonders are, it is likely to become "free.
For instance, after clicking the notification above, here's the production interface in the named city:. I've noticed production carrying over when losing a wonder race. Every single threadwhether it be a steam, 2K, or reddit discussion all point to 1 of 2 things in the end regarding this topic.
That makes some sense as there is actually less risk at going for wonders, albeit no reward if you are beaten out. You can see wonders being built in other nations if you look around at their tiles. And if you have a high enough diplomatic visibility level with other nations you will be notified when they begin clearing lands for new wonders.
Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Is production completely lost when losing a wonder race?Log in or Sign up. CivFanatics Forums. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
Joined: Aug 3, Messages: 2, The Horse Economy: what is it? Selling disbanding units provides you a lot of money, far more than it did in previous games in the series.
While I fully expect this to be patched out in the near future, for now, you can have a bit of fun selling horses. Last edited: Oct 31, UnforcedErrorgrandad and CaiusDrewart like this. Joined: Jan 23, Messages: It just ruins the game.
I see no difference with editing save file and adding billion of gold. Scythia is the best civilization in the current build, bar none. Author does not take cheats into account because he plays for pleasure. Joined: Jan 26, Messages: 2, Location: tundra. Joined: Apr 3, Messages: 12, Its also about pointing it out so it will be patched.
If noone knew about this bug, they might not see it as significant, but if its revealed as a major exploit, they might patch it might. KrikkitTwoOct 30, Good post OP. I hope this will be nerfed soon. CaiusDrewartOct 30, George Abitbol likes this. Joined: Aug 31, Messages: Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Syrup View Profile View Posts.
Biggest thing to happen for this patch in my opinion what do you guys think??? Showing 1 - 15 of 20 comments. Sad to see that change, really liked stacking the industrial zones for massive bonuses. RIP Japan being good. Darkshape View Profile View Posts. I am still sorting out how I feel about this change.
I really enjoyed maximizing the number of cities I had under my respective districts' "umbrellas". On the one hand, it is very powerful possibly broken to add the bonuses of each to six or more cities for every city you have, such as when you possess the Toronto and Nicoli Tesla range bonuses. This is especially true when you consider that other distircts, such as campus, do not have such multiplicative bonuses based on the number of adjacent cities within range.
The change will alter the strategic planning of your districts only a little. Instead of maximizing the number of cities under the area umbrella for each district you just focus on having each city receiving the bonus once.
Another note is that this change in district priority will help compensate for the new increase in science and culture costs of technology because the relative priority of campus and theater districts is increased compared to industrial and entertainment.
The only really big gameplay change will be a reasonabe decrease in the overall industry and amenities for empires that are both large high number of overall cities and concentrated cities close together that are also developed built the districts. However, since the early and early-mid game really determines the overall outcome of the match, and the effect of this change takes place in the late-mid and late game eras, I do not foresee this change having a huge overall impact on gameplay.
Because of the reasoning above, I think I am or will be okay with the change. It's easier to nerf a strategy that requires some longer-term planning than it is to make the AI use the strategy.
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Now from my understanding relgion units can heal in friendly territory. They probably did it because Human players knew how to take advantage of it, but it was only accidental for an AI player to get it, i. Last edited by Dray Prescot ; 20 Dec, pm.
I guess now it matters less where in your city's workable area you build each improvement, which is a little sad. But it matters more which district you build in each city, since you'll want to specialise adjacent cities in different things to get the most benefit overall. But then again, since the 6-tile radius buildings don't appeear till late in the game anyway, it might not make much difference at all.
We won't really know until we've played for a while. You can win without stacking everything. What's the big deal.Log in or Sign up.
CivFanatics Forums. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen. Joined: Oct 30, Messages: 97 Gender: Male. After the first one completes, it would show 1 turn for the next one, and a chop or next turn would complete it too. Or the overflow could be used for anything else such as districts or wonders.
BUT in the recent patch Feb 7, that overflow appears to be gone. If you activate Sagan, you can only finish one project. I assume so but hopefully someone will test this. Focusing on gold to buy all the Great Scientists will not be as big an advantage if you now have to hard build most of the projects.
Any thoughts? How will this affect the strategy? HactarFeb 8, Arent11 likes this. Joined: Apr 3, Messages: 4, Gender: Male. It also made it most optimal for 1 spaceport to do everything. Joined: Sep 20, Messages: Gender: Male. It's good as it introduces a new challenge just when the game started getting dull. Gold and Great Scientists shall go away for Science Victories. Joined: Oct 25, Messages: But the GS still allows you to finish 1 project even the most expensive ones in 1 turn, so I dont think they are not usefull at all.
TomKQTFeb 10, Joined: Apr 11, Messages: 10, Magnus and Reyna make up the difference to a degree. More chopping and less shopping.