In my games, I have never seen what is in that screenshot (a GP tile improvement on an owned tile that is unworkable due to distance). My best guess is that there used to be a city on the nearby silk, but maybe Atilla basically exiled that poor engineer to an island prison?
Let's sum up the complaints about the manufactory and see if we can agree on something to propose to G. From the posts in the thread, it seems like the manufactory is generally used to:
- Create a high production tile in a production deficient city
- Qualify for a later event (windmills)
It seems that the manufactory is either viewed as:
- Okay as is, perhaps underrated, or
- Not much better than a mine, and therefore lackluster since a manufactory costs a great person
Suggestions I saw in this thread included:
- A small production buff
- Adding the same bonus that towns receive regarding roads and trade routes
- Adding a small bonus if the manufactory is on top of a resource
The mine comparison
I loaded the last game I played. I am the Zulu and it is late Renaissance (Navigation and Metallurgy are not yet researched). Ulundi has a manufactory (plains, hill, 9 hammers) and a mine (plains, hill, 6 hammers). Neither the manufactory or mine is on a resource. So far, manufactory vs mine is 9 to 6, so a 50% jump.
The terrain tooltip shows that the mine has two +2 boosts coming at (Combined Arms and Fertilizer), so it will end up at 13. The mine has two +1 boosts coming at Steam Power and Combustion, so it will end up at 8. So 13 to 8 and still about a 50% jump.
This... doesn't look bad, at least so far. 50% is a nice boost, even if the raw numbers of 9 vs 6 are a small "real" difference. The New Deal tenet, Historical Landmarks resolution, and the boost from a factory in the city are not factored in yet.
Next I compared the manufactories in Ulundi to nearby cities have a few other GP tile improvements.
Towns
A nearby city has two Towns. Both tiles are flat plains, have a city connection road, and a trade route passes over them. Those tiles each produce 5 food, 3 hammers, and 8 gold. The terrain tooltip shows boosts of +2 gold (Refrigeration), +2 food (Railroad), and +2 hammers and +2 gold (railroad improvement added to the tile), so in the end 7 food, 5 hammers, 12 gold.
Holy Site
A nearby city has five Holy Sites. All five tiles are flat desert. All five produce 5 hammers, 5 culture, 8 faith, and 3 tourism. The 5 hammers are from Hero Worship (the Great Altar has been built). The terrain tooltip shows boosts of +4 culture (Archaeology) and +4 tourism (Flight), so it will end up as 5 hammers, 9 culture, 8 faith, and 7 tourism.
Conclusion
When I compare a manufactory to a town or holy site, I think I see the lackluster that others are mentioning. Hammers are a powerful yield though, especially when multiple manufactories are placed in the same city and I don't want to underestimate that effect. For that reason, I would suggest a small adjustment or no adjustment.
If there is an adjustment, and keeping in mind no new code, then I am in favor of asking G what he thinks of adding to the manufactory the same bonus that villages and towns receive regarding roads and trade routes. I like the idea of thinking about where to place a manufactory in the same way I think of where to place a town.