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View Full Version : Some buildings don't affect anything



Kevin
08-16-2009, 04:39
While playing EB, I've noticed that some buildings don't change anything or change more than they say they will. For example, when starting a Getai campaign, building a market doesn't help your economy at all. Also, in my Romani campaign, doctors give a 1% population growth bonus while sewers give .5% even though both take the same amount of turns to make and both supposedly give "5% health bonus". The first level granaries also seem to not give the 0.5% population growth most of the time. :help:

athanaric
08-16-2009, 10:37
There are some buildings and institutions (e.g. coloniae, fortified granaries, or governmental institutions) that give you a penalty in trade income or in population growth. This might explain why you don't get any bonuses by building something which increases population growth or trade. Sometimes a "Homeland" or other government type says "Increase in tradeable goods", but the actual effect is a reduction. Check the EDB file to see the actual effects (which are often faction-specific) of each building.

bovi
08-16-2009, 10:52
Markets require trading partners to have any effect. It only concerns trade income.

Doctors do not "supposedly give "5% health bonus"". They give 10% health bonus. So what if they take the same time to create? Supplying a medical institution with the space, tools and materials it needs is not necessarily more time-consuming than creating a working sewer system. If you want to argue against the actual bonuses these buildings give, feel free to give logical or historical arguments.

Tollheit
08-16-2009, 14:57
They both give 10% health bonus, but as the sewer-type building replaces (and thus eliminates) its predecessor which already gave 5%, the net gain is 5%. Anyhow, you are free to choose what to build (first), and both come with additional goodies (traits and ancillaries).

Whatever Scortamareva
08-16-2009, 17:50
If you want to see what effect a certain building will have, take a look at the settlement details, and note the population growth/public order level/income etc. Then, add whichever building to the building list and go back to the settlement details. It should show what effect that building has on your settlement.

Kevin
08-16-2009, 19:59
Markets require trading partners to have any effect. It only concerns trade income.

Doctors do not "supposedly give "5% health bonus"". They give 10% health bonus. So what if they take the same time to create? Supplying a medical institution with the space, tools and materials it needs is not necessarily more time-consuming than creating a working sewer system. If you want to argue against the actual bonuses these buildings give, feel free to give logical or historical arguments.

'kay thanks:beam:

Kevin
08-16-2009, 20:01
If you want to see what effect a certain building will have, take a look at the settlement details, and note the population growth/public order level/income etc. Then, add whichever building to the building list and go back to the settlement details. It should show what effect that building has on your settlement.

Yea :yes: