View Full Version : Some buildings don't affect anything
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.
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.
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:
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:
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