Results 1 to 8 of 8

Thread: [Bug] Factory not cumulative

  1. #1

    [Bug] Factory not cumulative

    Unlike every version of Civ ever! The factory should be cumulative, the workers should walk through both Mason/Metal Works/Sawmill and Factory, and give a better result. The distances should be kept minimal by good players, grouping the various types of buildings, requiring strategic and tactical planning.

    Query, are the other buildings (such as Theater+Museum) cumulative? Certainly they are cumulative with Palace or Green! I've been placing them with that assumption, never guessing this might be broken....

  2. #2
    Join Date
    May 2011
    Posts
    532
    It's not a bug, it's a feature, the Factory is just a better version of Stone Mason/Lumber Mill/Iron Forge. These 4 buildings double as efficiency improver buildings and as drop-off locations, while Theater/Museum/Market/Library/Bank/University only act as efficiency improver buildings and require a palace or a village green as drop-off locations. Effects of buildings of the same type, like Theater and Museum are not cumulative, your citizens will automatically choose the building which promises the highest total output.

    Hope I have helped to clarify.

  3. #3
    Definitely a bug! I've played everything in the Civ# franchise, and read the CivW wiki. Nothing would lead me to expect that the buildings are not cumulative. They SHOULD be cumulative. The programming error does not make it a feature.

  4. #4
    Join Date
    Mar 2011
    Posts
    731
    Just because it was in every other version doesn't mean it will be in this one.

  5. #5
    Join Date
    May 2011
    Posts
    22
    Quote Originally Posted by William Allen Simpson View Post
    Definitely a bug! I've played everything in the Civ# franchise, and read the CivW wiki. Nothing would lead me to expect that the buildings are not cumulative. They SHOULD be cumulative. The programming error does not make it a feature.
    Yeah, it's definitely a bug! It's been in every other game, so it not being in here totally is faulty programming! 'Scuse me while I do the RAAGE dance! *Dances*

  6. #6
    Quote Originally Posted by Mega-Dolphin View Post
    Just because it was in every other version doesn't mean it will be in this one.
    At this point, I've found many other threads with the same complaint for all the resource buildings. It's confusing to naive players. It's contrary to the documentation. It fails expectations of experienced Civ players (dare I say Civ Fanatics). It's simply a poor game mechanic.

  7. #7
    Join Date
    Jun 2011
    Location
    Orbiting Reality
    Posts
    11
    I will agree with the above that there is not allot of clear definition of what will happen if you put the buildings in the same area. I am glad I read this though, Given the tool tip of the village green I was thinking that if I placed it by a stone mason I would get a further efficiency boost from the green. Suppose not...dang.

  8. #8
    Join Date
    Jun 2011
    Posts
    217
    Better explanation of how building work and exactly what work they do is in order, yes.

    Buildings doing things they don't need to do? Not really. It makes sense that factories work as catch-alls, though it's not particularly instinctive that as a result they're merely specialized buildings that only work well in certain areas. They could be improved, yes, but them not working as well as it seems that they should doesn't make them bugged.

    Maybe a small boost to whatever resource(s) are being harvested there would make them worth building.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •