Industrial Parks

Woreczko

Chieftain
Joined
Jan 11, 2007
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Do you ever build them? It seems to me, that they only add up to the pollution without providing any tangible benefits. Great Engineers aren`t very much needed in the late game (it`s too late for mining corp or jewelers, no good wonders). Engineer specialists provide themselves only a pathetic 2 hammers each. Even with "full emloyment" it would take about 67 turns to repay it`s cost in hammers (not taking multipliers into account).

Perhaps cities with no tiles to work could use them?
 
There was one game i used them alot. That was in a Sid Sushi boosted game where i had tons of food. I industrial parked most of my citites and used 5+ great engineers in every city. Usually i never build any of these...
 
I think the industrial park has some fans out there. I have yet to find a situation where I wanted to build one.
 
The pollution makes me reluctant to build them. Still, if I'm going for Space Race, there are usually a couple of (low-end) hammer-heavy cities that can use the boost and have sufficient food surplus that can get them without harm. These will be used for SS casings. Otherwise, no. (I'm playing on Noble, so there may be more time to build them than on a higher level.)

Edit: bobbyboy29 (post #5) has reminded me that yes, I do build IPs in my National Park city, as well as all the buildings that let you run spies. This way you can run lots of free engineers or free spies, whatever you need.
 
Ironically enough, the National Park city is an ideal spot to build an industrial park! It's going to be heavy on the GPP so the extra spec+ eng slots help, plus you don't have to worry about the health concerns!

My empires often have National industrial parks! :lol:
 
If Industrial parks are built outside the residential area then it is not a problem. The builder should construct in such a way that it does not cause any harm to eco system. Industrial park is a good concept as we get all the companies clustered in one area.
 
Pretty much agree with the OP: Too late, too little. Maybe I'll consider rushbuying it in a very large city with tons of food.
 
I like them as there are few ways to get Engineer points and I'm a sucker for Great Engineers (its why I always try to build the damn Hagia Sophia)
 
You have to have a factory to build one, and so you'll probably have power. In that cause, you'll have double hammers, so you'll have (with "full employment") 12 hammers (18 with ironworks), so it pays back in 11-18 turns, which isn't bad.

I guess it really depends on what it means to the hammer output of the city - if it gets it over a threshold for building 1 turn tanks or something, it makes sense, or if you want more specialists for GP generation. I tend to build a bunch of them in space games, but then, I'm a builder. They are certainly not the most useful things.
 
Ironically enough, the National Park city is an ideal spot to build an industrial park! It's going to be heavy on the GPP so the extra spec+ eng slots help, plus you don't have to worry about the health concerns!

My empires often have National industrial parks! :lol:

I'd agree with this.

I do build them for a lot of space games. Especially in an OCC, where you have the National Park in your city anyway.

Most regular games don't go on long enough to use them. By the time I get to Industrialism I'm looking for a final beatdown with Tanks.
 
not that this is all that relevant to the normal game, but in the Nextwar mod the industrial park is required to build arcology... and in the case of nextwar, it also lasts longer, so there is a longer time for the great engineers it provides to be useful, as well as the hammers it provides...
 
not that this is all that relevant to the normal game, but in the Nextwar mod the industrial park is required to build arcology... and in the case of nextwar, it also lasts longer, so there is a longer time for the great engineers it provides to be useful, as well as the hammers it provides...

Well if we are gonna discuss Mods in relation to it then the Mod that my dad made for my Civ 4 makes them quite useful for some leaders. Namely those who are Industrious. (though it also makes it annoying as it makes some Civs who are no trouble become wonder spammers though that is a side effect of them getting lots of free hammers to use early on)

The rough details are each Civs' cities that they found get up to 6 free buildings in them when founded based on the leader's traits even if the Civ does not have the tech yet to build said building or even if said buildings are already obsolete. (note if you capture a city of another Civ the 6 free building that are kept in it and not destroyed are the 6 of the original Civ) (also note I say up to 6 as some buildings are free for multiple traits also some buildings are only free if the city is founded on a coast so if you don't do that you won't get that building)
Also note if you UU is one that replaces a building you would normally get for free you get you UU instead for free.

The trait\building relevance is........

Aggressive = Barracks, Drydock, Jail
Charismatic = Monument, Theatre, Broadcast Tower
Creative = Library, Theatre, Colosseum
Expansive = Granary, Harbor, Aqueduct
Financial = Bank, Market, Grocer
Imperialistic = Barracks, Granary, Hospital
Industrious = Forge Factory Industrial Park
Organized = Lighthouse, Factory, Courthouse
Philosophical = Library, University, Observatory
Protective = Walls, Castle, Security Bureau
Spiritual = Monument, Courthouse, Hospital



Also each Civ in the starting capital only gets for free there UB and the building that there UB replaces and get any prerequisite building needed to normally build the UB. (note the exception is Toku who only gets a free Factory and Shale Plant no Coal Plant in his starting capitol as the Coal Plant gives no extra benifits on top of Shale Plant unlike every other Civs UB replaced building combo)
Also each Civ that needs a specific area to build there UB like the Vikings are guaranteed to start where it can be built.
And if you capture the original capitol of a different Civ some of the buildings guaranteed to not get razed are there UB and building that replaces the UB in addition to any prerequisite buildings to build the UB if necessary.


Also each city founded grants 1 free Worker. 2 free Workers if your Civ is currently in Slavery.
 
To be honest, that's quite stupid. :p But, what I've done is also not balanced or somesuch:

+10% production, and another +10% with power, oil, coal, and iron (thus 50% in total). You also get -1 health, and -1 health with oil, coal, and iron. Also, you get a free engineer and you can turn two additional citizens into engineers. It's also required to build a Chemical Weapons Plant (which is some sort of semi-wonder (only 3 or so can be buildt) gives a free promotion and -3 happiness).

I admit that it's quite overpowered, but hammer producing buildings are generally overpowered in my mod. :p
 
In the Legends of Revolutions mod industrial parks are prerequisite to some of the high tech stuff. In basic BTS they're not that attractive.
I'm currently playing a LoR game and it's the mid 21st century. Industrial parks and laboratories are a must to build those big Mech units, so silly, yet so much fun.
 
I see that I have a different gameplay than most of people. After biology I usually have cities which have more pop than big fat cross so Engineering positions are a must. Especially when you are running SE. If you have enough health than do it no question about it, it pays back. You can make a similar argument about forge which usually give 3 or 4 hammers when they are built which translates as 40-30 turns to amortise but they are built anyway right? But the health problem with industrial park gives me definetly a headache.
 
I use them to help my cities that aren't by hammer-ful resources...

like one-square island cities... :) The ones that have 14 population but still have one hammer? That's when you use this. Since there is no available use of population to ger hammers besides specialists.
 
I build them in Next War. Arcologies are fun.

Without mods, I usually skip them and instead build forges/factories/power plants and continue to crank out units.
 
I only build them in National Park cities.
 
I used to avoid them due to the health issues but now I usually build them in all my production cities, since I have found that I can compensate for the health issues by building all the late game health increasing buildings and the extra engineer specialists are great to have.
 
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