A Few Questions About Production Buildings

Echoloco12

Chieftain
Joined
Jul 20, 2015
Messages
8
First off, do "production-specific" buildings increase the production of everything (assuming you have access to salt for the tannery) or does the boost only apply to the specific types of things they list in their descriptions? The cannon forge, for example says the actual increase in production is plus one hammer. Does that only apply to bombards and cannons? And the tannery says plus ten percent hammers with salt— again, is that just towards land units?

Secondly, are there any buildings (not wonders, or buildings that require a specific religion or corporation or civic or latitude or so on) that directly contribute to production (in other words, I'm not talking about creating more culture or food so you can employ more citizens or access more tiles so you can indirectly increase production) that are easy to miss? For example, village halls and town halls give free specialists (which can be distributed as priests, engineers, citizens, etc. which all have the capacity to increase production), candlemakers require apiaries (which don't increase production) to build (at least early on), stonemasons increase building production (technically that's indirect production but I tend to focus on buildings), but I didn't figure these out right away.

Sorry for all the questions. It's just been on my mind for a while, and I never remembered to ask it until now, so I'm basically just trying to get all the questions out before I get distracted and forget again. Thanks in advance and sorry to pop in and just demand answers from a lengthy post like this.​
 
Bonuses from resources are bonuses to all production in that city. The XML is not set up to handle overly-sophisticated chains of limitations such as "+X% production IF building a military unit AND IF you have access to this resource."

"Actual effects" sometimes gives weird results and I think needs looking into. In the case of military-production buildings, actual effects does reflect bonuses towards producing units of the domain but not units of a given unit class. So Cannon Forge shows your general land unit production bonus but not your cannon production bonus.

I don't think you've missed many of the production buildings in the early game; in the endgame, make sure you build Computer Networks/Network Nodes because they unlock lots of high-tech buildings. The big problem is that <PrereqOrBuildingClasses> -- one building out of several will make the building available -- are NOT reflected in the earlier building's civilopedia text, while <BuildingClassNeededs> -- a specific building will make the building available -- are. If you look at Factory, it says all the buildings that it makes available (mostly power plants). If you look at Apiary, it does not say that it makes Candlemaker available. I think this is actually something that should be changed, but I can't do it with my programming skill. I try to avoid lots of weird little buildings with tiny bonuses. That kind of thing is interesting once, but then it becomes clutter.
 
Okay, thanks so much for the answer.
Glad to know I'm probably not missing anything major.
And yeah, I probably should have mentioned the late-game buildings too, but I figured my post was already painfully long enough.
Again, sorry for all the trouble and for the delayed thanks.
(I tend to be skittish in new settings, and I tend to have trouble with ambiguity, hence only popping up rarely, being so confused in the first place, and my awkward ramblings that tend to get off topic, like this one.)
In fact, I was going to continue asking questions about if and/or how I could contribute to improve the accuracy of the XML or the Civilopedia entries you mentioned, but I think it would be best if I start up a new thread instead.
Thanks again!
 
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