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Factories?

Discussion in 'Civ4 - Road to War' started by Yakk, Feb 10, 2008.

  1. Yakk

    Yakk Cheftan

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    They are dirt cheap, and each adds a total of +50% to your production (with power).

    Shouldn't a factory for a unit cost more than a unit?
     
  2. Fin Imperial

    Fin Imperial Monarchist

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    Probably, but they're giving some nations, like USA, a bit more unit production, since those nations don't have Fascist Industry, (Or do they? ;)) and I'm quite often helped a lot by them.
     
  3. Dale

    Dale Chieftain

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    Plus factory airbombing now hurts a lot more if you then have to build a new factory in 25 turns.
     
  4. Yakk

    Yakk Cheftan

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    But -- 60 production for a factory that produces +50%? And 4 of them?

    It's a no-brainer to build all 4, unless you run into health issues -- and even then, -4 food for +200% production is rarely a bad move.

    I find that in the 1936 scenario, I spend the first upteen turns building factories everywhere, because it is such a no-brainer. And it is so effective (it triples my total production) that it seems abusive.

    It also reduces the usefulness of the industrial civics. +100% on top of +200% is only a 1/3 boost to productivity.

    ...

    If destroying the factory is the problem, either:
    A> Making it harder to destroy the factory, or
    B> When you destroy the factory, add a partially-built factory to the queue.d

    In the current game, in a matter of a year, I can take Kuwait and turn it into a military powerhouse...

    If the factories cost more, the locations that are top-end producers can be rarer and less arbitrary. Industrial heartland will mean more than just "where the resources on the ground are", but rather represent a huge massive pre-start-of game investment in industry.
     
  5. Samael

    Samael Chieftain

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    Well, considering the limited things that produce Health, there's a good chance those health issues are going to crop up.
    Even so, for only -1 Food a piece above the health cap, it makes a lot of sense to just build all the factories anyway.

    Besides - if not the factories, what else will you build in those turns?
    Well, except maybe Culture if you're British; having the majority of London's coastal region flip to France makes for a fairly weak capital.
     
  6. Fin Imperial

    Fin Imperial Monarchist

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    Perhaps an idea for the next update?
     
  7. Yakk

    Yakk Cheftan

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    You could build propoganda, troops, or most anything.

    I'm just saying that they are a bit cheesy: if those factories are all that good, why wheren't they there before? And what happens to the poor sap who doesn't build them?

    That, and Kuwait becoming an industrial powerhouse in the british empire seems off somehow. :)
     
  8. Stephenc369

    Stephenc369 Chieftain

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    How about this: military factories decrease overall production, but increase certain types of military production. It makes sense that a factory specializing in producting aircraft is worse at producing tanks.

    e.g. Air factory has -20% hammers but +50% aircraft production.

    That would make it a little less of a no-brainer and make players think about particular cities they want to specialize.
     
  9. Yakk

    Yakk Cheftan

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    Aircraft Factory: 400 shields. +50% aircraft production, +25% production with power.
    Naval Shipyard: 400 shields. +50% naval production, +25% production with power.
    Landcraft Factory: 400 shields. +50% tank/etc production, +25% production with power.
    Goods factory: 400 shields. +25% production, +25% production with power.

    When a Bomb factory mission succeeds, it doesn't completely take out the factory. It does destroy it, but it also inserts into the build queue a partially-built factory, X shields away from max. Bombing factories can also hit a factory in production, removing X shields from the current production status of the factory.

    Now, balancing X against the cost of building bombers and the risk of losing them on a mission becomes the balancing factor.

    Having improvements that make your city worse causes problems for the AI more than the player.
     
  10. Dale

    Dale Chieftain

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    Love the ideas, but starting to get too complex. :)
     

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