It makes no sense that specialists working on all types of buildings only add more science and culture

eaglet123

Chieftain
Joined
May 6, 2007
Messages
64
I mean, shouldn't specialists working on armory or factory add way more productions, and those working in radio stations are propaganda experts and can provide influences?

Yes they can provide like +0.5 or +1.5 of different types of outputs, but even under policy effects, an engineer or accountant should provide their own type of contribution, rather than all generating science and culture.

However, I'd like to say that stacking up tile outputs by buildings + specialists + policies is really a big fun in Civ7!
 

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There are a lot of things in this game that does not make sense. A lot. And the new patch sucks, too. Introduced rabid AI as well as more UI glitching.

Pos product tbh.
 
I mean, shouldn't specialists working on armory or factory add way more productions, and those working in radio stations are propaganda experts and can provide influences?

Yes they can provide like +0.5 or +1.5 of different types of outputs, but even under policy effects, an engineer or accountant should provide their own type of contribution, rather than all generating science and culture.

However, I'd like to say that stacking up tile outputs by buildings + specialists + policies is really a big fun in Civ7!
They add bonuses based on the Adjacency. of the buildings

If your Bank has 3 water tiles/Wonders next to it then Specialists each add 1.5 gold
If your Guild is on that same spot, then the Specialists each add 3 gold (1/2 of the 6 total Adjacency)
 
I mean, shouldn't specialists working on armory or factory add way more productions, and those working in radio stations are propaganda experts and can provide influences?

Yes they can provide like +0.5 or +1.5 of different types of outputs, but even under policy effects, an engineer or accountant should provide their own type of contribution, rather than all generating science and culture.

However, I'd like to say that stacking up tile outputs by buildings + specialists + policies is really a big fun in Civ7!

I agree with the principle that specialists should provide yields that match their buildings (I want to mod this if I can find the time).

I've had a hard time figuring out the rationale for why they did it this way. My best guess is they wanted a more interesting legacy path for science..

Either way, it's not great and I can think of far better ways to make legacies interesting (another mod which I want to make. But may never have time for 😅)
 
I agree. If specialists would give bonuses based on the building type, we also could specialize cities much better. Now they feel all the same.
 
The game divides Buildings into the following 'types':
Food, Production, Gold, Science, Culture, Happiness, Military.

- And several Buildings, like the Monument, Villa, Dungeon, Radio Station, also produce Influence in addition to their base output, even though there is no listed 'Influence' Building category.

But since Specialists are applied to Tiles rather than individual Buildings, perhaps the bonus output from them should be related to the combination of Buildings in the tile/Quarter.

Have two Production Buildings in a Quarter, like, say, a Brickyard and a Blacksmith, and any Specialist applied should give a large Production Bonus. Change one of the Buildings to a Dungeon, which has an Influence addendum, and the Specialist should bonus the Influence also.​
Have different classes of Buildings in the same Quarter and the Specialist Bonus should apply to the different outputs of the Buildings: a Quarter with a Market and a University should give both Gold and Science.​
Later Age Buildings should get more Bonus from Specialists - giving you another reason to Overbuild, if you needed any.​
And some combinations, if they keep the current definitions, would be potentially very powerful: in a Quarter with an Inn providing Food and Happiness and a Dungeon providing Production and Influence an applied Specialist would boost Influence, Food, Happiness and Production - but none of them very much. On the other hand, an Exploration Age Campus Quarter with an Observatory and University - all Science - would/could get a massive Science boost from a Specialist or several.​
Something like this scheme of Specialist/Building interactions could potentially provide a lot of flexibility in how you plan/lay out your cities and how you plan/manage your Overbuilding to get the most out of the Specialist placements.​
 
They could change it to each specialist gives 2 base yield of each building in the district.
(with a probable “don’t count influence” base and city centers specialists get 1 culture+ 1 science from the town hall/palace)
 
I would also like to see specialist being able to well, focus cities more. Right now cities tend to feel the same and blend together. I think that eventually city "specialization" will be an actual mechanic, just like town is now.

I hope that with actual city spec. we could as OP mention push certain yields farther and feel less generic. I would like to see certain buildings or even specialized quarters unlocked , for example, "fort city" spec. unlocking an actual Castle or Citadel tile. Mining city unlocking Ironworks, etc.
 
They could change it to each specialist gives 2 base yield of each building in the district.
(with a probable “don’t count influence” base and city centers specialists get 1 culture+ 1 science from the town hall/palace)

I do think specialists are a little proxy to make it easier for "tall" civs to build up science/culture yields that are not as common to get elsewhere if you aren't converting towns to cities. But you could split the difference and basically define each building to give 2 yields for any specialist (plus half their adjacencies), and you could space it out. So maybe a sawmill gives 1 production + 1 science, a brickyard gives 1 production + 1 culture, etc..

Another option could be that instead of the various policy cards giving strict bonus yields globally (+2 science), those cards gave +100% from adjacency. So whenever you stacked policy cards, they give you more of the specific tile yield.
 
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