Manufactories? Yay or Nay?

cairnsy44

Gooner - first class
Joined
Jan 23, 2006
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Vermont
I see that the AI often has a lot of manufactories. I pretty much never use a Great Engineer for that purpose. Not that I am looking to take any tips from the AI, but does anyone do it too? I can imagine if you have a capital with no hills, you may want to do it then...but not something I do...I love rushing the wonders with them.
 
The AI can't really plan ahead, saving a great person for N turns, to rush something it hasn't researched yet. I can believe that the AI might think that boosting production in a certain city would give it a short-term gain -- say, to produce units for a war it plans to declare.

In my games, it's rare. I too like rushing wonders with them. I might consider a manufactory near a coastal city which has few hills, and I need to build my navy more quickly.
 
Yes, planting multiple manufactories are meant for centralized military production, and hence a domination oriented play.
 
I always use them for Wonder production. You can use extra trade routes to make up for lost production, however there is no other means with which you can secure a wonder with a 1 turn build time.
 
Last week when I played Venice, I started in a good area (of course) but it was flat and green. I used my first GE to build a manufactory. I must say it really helped out, both early game and late game (it get improved later on).

Although, normally I use it for a wonder.
 
you may consider to plant GE if theres no decent wonders to build at the moment
manufactory is imporved with time: chemistry and new deal make it produce 4+1+4=9 hammers, on the hill its 11 what equals almost 3 mines. Having 3 mines in 1 tile is really great as you have 2 spare citizens (1 w/o new deal) which can work farms or be specialists, while production yield is the same.
 
In unmodded game, no way I would ever waste a GE on a manufactory before very late game. Sure, once you have New Deal [and all important wonders are build] you can do it, but then, by that point it doesn't matter. In early game, a lousy +4 production is no way near making it worth it, and why does manufactory only give +4 when the academy provides double that?
 
In unmodded game, no way I would ever waste a GE on a manufactory before very late game. Sure, once you have New Deal [and all important wonders are build] you can do it, but then, by that point it doesn't matter. In early game, a lousy +4 production is no way near making it worth it, and why does manufactory only give +4 when the academy provides double that?

customs house is much worse :)

in the late game its better to rush some stadium or broadcast tower than build a manufactory. it wont have enough time to compensate the hurry hammers.
 
I guess yes because the hammers really do add up when in need of production. However, there are a lot of important things that are needed also such as academies or specialists that also use up food.
 
Since this thread isn't tagged with [BNW], there's a chance you might still be playing Vanilla or G&K. If so, then Manufactories are great in the late game, when going for a CV or SV, to help speed up the build time for the Utopia Project or Apollo Program and SS parts since burning the GE for the production bonus can't be done for those projects..
 
Sorry for the lack of a tag. I do indeed play BNW.
No need to apologize. People usually don't use the tags unless they're not playing the current version of the game. But I thought I'd throw that piece of advice out there anyway in case you (or anyone else reading this thread) were playing pre-BNW.
 
Best use is almost always a key world wonder because in addition to difficulty at high difficulty levels hand building a world wonder, each and every natural born GE means one fewer GS so you'll mostly be producing Great Scientists instead.
 
In unmodded game, no way I would ever waste a GE on a manufactory before very late game. Sure, once you have New Deal [and all important wonders are build] you can do it, but then, by that point it doesn't matter. In early game, a lousy +4 production is no way near making it worth it, and why does manufactory only give +4 when the academy provides double that?

I'm pretty sure Manufactory provides +5 production?
 
In unmodded game, no way I would ever waste a GE on a manufactory before very late game. Sure, once you have New Deal [and all important wonders are build] you can do it, but then, by that point it doesn't matter. In early game, a lousy +4 production is no way near making it worth it, and why does manufactory only give +4 when the academy provides double that?

Because science yields and production yields are on different scales.
 
Best use is almost always a key world wonder because in addition to difficulty at high difficulty levels hand building a world wonder, each and every natural born GE means one fewer GS so you'll mostly be producing Great Scientists instead.
Yeah, academies and GS are more preferable than manufactories or stock exchanges.
 
Because science yields and production yields are on different scales.
Theoretically, yes, but the fact that using a GS for an Academy prior to Public Schools is pretty much a no-brainer while the same goes for using a GE for a wonder shows that they got this balance pretty wrong. When a choice becomes a no-choice, there's clearly something that's off. If Academies were 6 science I still think people would plant GS's early game, but if Manufactories were 6 production I would at least consider planting GE's when I didn't have a key wonder coming up.
 
The only time I would ever consider using a GE on a manufactory is if I am playing deity and I have no chance of catching up in tech enough to get a decent wonder in the next hundred turns... it happens occasionally, but I can count on one hand how many I have made in the past hundred or so games :p
 
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