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Part 11
Civilization VI

Part 11

Learn about Colonist jobs, military units, and production buildings in Civilization VI, including what they consume and produce.

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Learn about Colonist jobs, military units, and production buildings in Civilization VI, including what they consume and produce.

Walkthrough
  1. 1
    Understand that the 'Field' refers to the 8 squares where units can extract raw resources.
  2. 2
    Identify the different types of workers and their functions:
    • Blacksmith: Consumes Ore, Produces Tools. Works In: Blacksmith's House, Blacksmith's Shop, Ironworks.
  3. 3
    Carpenter: Consumes Lumber, Produces Production Hammers. Works In: Carpenter's Shop, Lumber Mill.
  4. 4
    Cigar Maker: Consumes Tobacco, Produces Cigars. Works In: Tobacconist's House, Tobacconist's Shop, Cigar Factory.
  5. 5
    Coat Maker: Consumes Furs, Produces Coats. Works In: Fur Trader's House, Fur Trader's Shop, Coat Factory.
  6. 6
    Cotton Planter: Produces Cotton. Works In: The Field.
  7. 7
    Distiller: Consumes Sugar, Produces Rum. Works In: Rum Distiller's House, Rum Distiller's Shop, Rum Factory.
  8. 8
    Farmer: Produces Food. Works In: The Field.
  9. 9
    Fisherman: Produces Food. Works In: Sea Tiles.
  10. 10
    Fur Trapper: Produces Furs. Works In: The Field.
  11. 11
    Gunsmith: Consumes Tools, Produces Guns. Works In: Armoury, Magazine, Arsenal.
  12. 12
    Lumberjack: Produces Lumber. Works In: The Field.
  13. 13
    Preacher: Produces Crosses. Works In: Church, Cathedral.
  14. 14
    Rancher: Consumes Food, Produces Horses. Works In: Stable, Horse Pasture, Ranch.
  15. 15
    Silver Miner: Produces Silver. Works In: The Field.
  16. 16
    Statesman: Produces Liberty Bells. Works In: Town Hall.
  17. 17
    Student: Produces Education. Works In: Schoolhouse, College, University.
  18. 18
    Sugar Planter: Produces Sugar. Works In: The Field.
  19. 19
    Tobacco Planter: Produces Tobacco. Works In: The Field.
  20. 20
    Weaver: Consumes Cotton, Produces Cloth. Works In: Weaver's House, Weaver's Shop, Textile Mill.
  21. 21
    Recognize specialized units:
    • Colonist: Melee Unit, Strength 2, Movement 1. Can Found Colonies, Can Only Defend.
  22. 22
    Missionary: Melee Unit. Can Establish Missions, Can Found Colonies.
  23. 23
    Pioneer: Melee Unit. Can Build Improvements, Can Found Colonies. Requires 50 Tools.
  24. 24
    Understand 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.
  25. 25
    Scout: Mounted Unit, Strength 2, Movement 2. Can Found Colonies, Doesn't Receive Defensive Bonus. Requires 50 Horses.
  26. 26
    Soldier: Gunpowder Unit, Strength 3, Movement 1. Can Found Colonies. Requires 50 Guns.
  27. 27
    Learn about Native jobs:
    • Armed Brave: Gunpowder Unit, Strength 3, Movement 1. Doesn't Receive Defensive Bonus. Requires 25 Guns.
  28. 28
    Armed Mounted Brave: Mounted Unit, Strength 3, Movement 2. Requires 25 Guns, Requires 25 Muskets.
  29. 29
    Brave: Melee Unit, Strength 2, Movement 1. Can Found Colonies.
  30. 30
    Mounted Brave: Mounted Unit, Strength 2, Movement 2. Doesn't Receive Defensive Bonus. Requires 25 Horses.
  31. 31
    Note the characteristics of other colonists:
    • Free Colonist: Strength 0, Movement 1. Can Found a New Settlement.
  32. 32
    Converted 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.
  33. 33
    Indentured 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.
  34. 34
    Petty 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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