Learn about Colonist jobs, military units, and production buildings in Civilization VI, including what they consume and produce.
Walkthrough
- 1Understand that the 'Field' refers to the 8 squares where units can extract raw resources.
- 2Identify the different types of workers and their functions:
- Blacksmith: Consumes Ore, Produces Tools. Works In: Blacksmith's House, Blacksmith's Shop, Ironworks.
- 3Carpenter: Consumes Lumber, Produces Production Hammers. Works In: Carpenter's Shop, Lumber Mill.
- 4Cigar Maker: Consumes Tobacco, Produces Cigars. Works In: Tobacconist's House, Tobacconist's Shop, Cigar Factory.
- 5Coat Maker: Consumes Furs, Produces Coats. Works In: Fur Trader's House, Fur Trader's Shop, Coat Factory.
- 6Cotton Planter: Produces Cotton. Works In: The Field.
- 7Distiller: Consumes Sugar, Produces Rum. Works In: Rum Distiller's House, Rum Distiller's Shop, Rum Factory.
- 8Farmer: Produces Food. Works In: The Field.
- 9Fisherman: Produces Food. Works In: Sea Tiles.
- 10Fur Trapper: Produces Furs. Works In: The Field.
- 11Gunsmith: Consumes Tools, Produces Guns. Works In: Armoury, Magazine, Arsenal.
- 12Lumberjack: Produces Lumber. Works In: The Field.
- 13Preacher: Produces Crosses. Works In: Church, Cathedral.
- 14Rancher: Consumes Food, Produces Horses. Works In: Stable, Horse Pasture, Ranch.
- 15Silver Miner: Produces Silver. Works In: The Field.
- 16Statesman: Produces Liberty Bells. Works In: Town Hall.
- 17Student: Produces Education. Works In: Schoolhouse, College, University.
- 18Sugar Planter: Produces Sugar. Works In: The Field.
- 19Tobacco Planter: Produces Tobacco. Works In: The Field.
- 20Weaver: Consumes Cotton, Produces Cloth. Works In: Weaver's House, Weaver's Shop, Textile Mill.
- 21Recognize specialized units:
- Colonist: Melee Unit, Strength 2, Movement 1. Can Found Colonies, Can Only Defend.
- 22Missionary: Melee Unit. Can Establish Missions, Can Found Colonies.
- 23Pioneer: Melee Unit. Can Build Improvements, Can Found Colonies. Requires 50 Tools.
- 24Understand military jobs:
- Dragoon: Mounted Unit, Strength 4, Movement 2. Can Found Colonies, Doesn't Receive Defensive Bonus. Requires 50 Horses, Requires 50 Guns. +30% Withdrawal Chance, +50% Attack on Cannon.
- 25Scout: Mounted Unit, Strength 2, Movement 2. Can Found Colonies, Doesn't Receive Defensive Bonus. Requires 50 Horses.
- 26Soldier: Gunpowder Unit, Strength 3, Movement 1. Can Found Colonies. Requires 50 Guns.
- 27Learn about Native jobs:
- Armed Brave: Gunpowder Unit, Strength 3, Movement 1. Doesn't Receive Defensive Bonus. Requires 25 Guns.
- 28Armed Mounted Brave: Mounted Unit, Strength 3, Movement 2. Requires 25 Guns, Requires 25 Muskets.
- 29Brave: Melee Unit, Strength 2, Movement 1. Can Found Colonies.
- 30Mounted Brave: Mounted Unit, Strength 2, Movement 2. Doesn't Receive Defensive Bonus. Requires 25 Horses.
- 31Note the characteristics of other colonists:
- Free Colonist: Strength 0, Movement 1. Can Found a New Settlement.
- 32Converted Natives: Strength 0, Movement 1. Can Only Defend, Can Found a New Settlement. +1 Production on Food, Lumber, Silver, Cotton, Tobacco, Sugar, Ore, Horses and Furs. -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats, Liberty Bells, Education, Crosses.
- 33Indentured Servants: Strength 0, Movement 1. Can Found a New Settlement. -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats, Liberty Bells, Education, Crosses.
- 34Petty Criminal: Strength 0, Movement 1. Can Found a New Settlement. -2 Production on Liberty Bells, Education and Crosses. -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns and Coats.
Tips
- Free Colonists are versatile and can perform all production tasks.
- Converted Natives are better at obtaining raw materials than Free Colonists.
- Indentured Servants function like Free Colonists but should not be assigned to manufacturing roles if Free Colonists are available.
- Petty Criminals are less useful and should ideally be replaced by Free Colonists.
- Experts are the best at their specific trades and function as normal Free Colonists when performing their expert duties.
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