Civilization 6: Industrial Era - best technologies, list Civilization VI Game Guide
Last update: 09 March 2022
This chapter of Civilization 6 game guide is dedicated to all technologies from Industrial Era. Each element of this tree will be analyzed with the focus on profits, costs and usefulness in a particular phase of the game. Using our guide will help you choose the best technologies in the Industrial Era in Civilization VI.
Respective technologies has their own individual sections, list can be found below.
- Industrialization (Row I)
- Scientific Theory (Row I)
- Ballistics (Row I)
- Military Science (Row I)
- Steam Power (Row II)
- Sanitation (Row II)
- Economics (Row II)
- Rifling (Row II)
Industrialization (Row I)
Icon | Cost | Profits | Eureka |
805 | +1 to production thanks to mine improvement Building: Factory, Electronics factory (Japan) Wonder: Ruhr Valley | Build three workshops |
To achieve eureka you must have three industrial zone districts with workshops. Building a workshop shouldn't be a problem and on this stage you should be close to building third industrial zone. But if you can't do it, delay this research till later.
Scientific Theory (Row I)
Icon | Cost | Profits | Eureka |
805 | Allows Research Agreement diplomatic action. +1 to food from the Plantation Improvement Wonder: Oxford University | Have the Enlightenment civic activated |
Enlightenment civic, mentioned in the table above, is the closure to your work on Renaissance governments. If you paid enough attention to culture and had already hired at least three Great People then at this stage of the game you should be close to unlock eureka. Weigh up your chances and, according to them, start the research. Ignoring this Wonder's usefulness, you should keep in mind the ability to make Research Agreement which will greatly speed up your and your allies' or friend's development. Depending on your resources, required by Plantation, you can get a good food bonus when you complete the research.
Ballistics (Row I)
Icon | Cost | Profits | Eureka |
805 | Unit: Field Cannon | Have two forts in your territory |
In this case you shouldn't have much problem with achieving Eureka. Forts are important from strategic point of view, especially when you are constantly threatened by other civilizations. However, you can also build it using Engineer's abilities. Usefulness of this technology is determined by your use of support units but it is useful to research it because without it you won't be able to access technologies from next eras.
Military Science (Row I)
Icon | Cost | Profits | Eureka |
805 | Building: Military Academy Units: Cavalry, Garde Imperiale, Cossack, Redcoat | Kill a unit with a Knight |
Eureka's availability depends on whether you got the access to a strategic resources that is iron. If you haven't got it yet then you should do it as quick as possible. Otherwise, you have to do the research at normal pace which will slow you down. This technology cannot be omitted especially if you play as one of the nations that receives a special unit when the research is completed.
Steam Power (Row II)
Icon | Cost | Profits | Eureka |
925 | +2 to movement for embarked units Unit: Ironclad Resource: Coal | Build two shipyards |
A very important research. If you decided to place two cities on a shore then at this stage of the game you've probably unlocked this Eureka. Prepare yourself for this technology beforehand and, under any circumstances, don't omit it. Discovering a new strategic resource before other players may be crucial. You should have a spare unit of settlers so you can take control over the resource after discovering it. Of course, if you decided to built seaside cities then you will be happy from additional movement points for embarked units.
Sanitation (Row II)
Icon | Cost | Profits | Eureka |
925 | +1 to housing thanks to Stepwell improvement (Indian) Building: Sewer Unit: Medic | Build two neighborhood districts |
At this stage of game, building neighborhoods shouldn't be a problem and long before conducting this research you should have them built already. This research is especially interesting for players that control Indian but the additionally unlocked building and unit are also worth mentioning. Sewer may be pricey but it will effectively improve living conditions in neighborhoods and help in your cities development. When you consider the damage taken by your units, medic's presence on a battlefield necessary.
Economics (Row II)
Icon | Cost | Profits | Eureka |
925 | Wonder: Big Ben Building: Stock Exchange | Build two Banks |
To unlock this Eureka you have to own and develop two commercial hub districts. Thanks to that you will be able to finish this research faster and get the access to the next stage of infrastructure's development for said district. You will generate additional gold and at this stage of the game you are familiar with its usefulness.
Rifling (Row II)
Icon | Cost | Profits | Eureka |
925 | Unit: Ranger, Rough Ranger (America) | Build a niter mine |
This research is very useful if you play as America but for other nations upgrading your recon unit will also allow to maximize map's exploration at this stage of the game. Notice the difference between those two units regarding their combat strength.