I have come to the conclusion that constructing a Workshop is absolutely indefensible.
The Workshop starts out -1 food, +1 production, which is clearly a terrible tradeoff. However, it improves with techs and civics. But even these upgrades don't make it a viable choice. It gets the 1 food back with State Property, and it gets an additional +2 production, one from chemistry and one from guilds. So, at best, it is +3 production to a flat square.
In some cases, you have an option that is in every way superior to the workshop. If the square was originally forested, you can keep it that way, and build a lumbermill, which will give +2 production after railroad (+3 due to the extra production from the forest itself) and perhaps +1 gold as well. A lumbermilled forest also produces extra health and possibly happiness as well in environmentalism. So with forests in the radius, the workshop is absolutely inferior to the lumbermill.
However, I guess that advocates of the workshop would contend that it is to be used in cities that don't have forests, and are heavy on food but low on production, in order to balance them out. Say, a city with a lot of flood plains. The problem is that floodplains are next to water, and the watermill is completely superior to the workshop. Watermills add 2 hammers after replaceable parts, and 2 commerce after electricity. Furthermore, they don't subtract 1 food, and they even add one food with State Property, so under all circumstances, they add one more food. So if we compare two watermills to two workshops, the workshops produce 2 more hammers, but the watermills produce 2 more food, and some commerce with electricity. Say this 2 food goes to an engineer specialist. He'll get the 2 production back, and produce great people points as well.
The specialist principle also makes the farm a better investment than the workshop. A farmed square will generally produce 2 food more than a workshopped square. The two food goes to an engineer, who will produce 2 hammers and great people points.
Last, the workshop should be compared to the town, although these two improvements have very different goals. A town, with maximized civics and printing press, produces 1 hammer and 7 commerce (possibly 8 if Financial trait comes into play) while a maximized workshop produces 3 hammers. 7 commerce is enough to consistently rushbuy whatever is produced by those 2 extra hammers.
And it's not like towns are any more slow-developing than workshops. You can build cottages earlier than you can build workshops, and by the time you get to state property, your cottages will have long since become towns.
The workshop is barely better than leaving the terrain unworked. A grassland with a workshop, early game, is equivalent to a plains square. Plains aren't even better than grasslands, and it's certainly not worth a worker's time to make a grassland into a plains. Even after the upgrades later in the game, it's wholly inferior to other improvements unless you bend over backwards for it and switch to State Property. In that case, it's maybe, in some cases, at parity with other improvements.
Sure, I'll concede that a workshop could occasionally be useful for a civ already intending to switch to State Property. But the fact is that no civ game will ever be lost for a lack of workshops. Strengthen it or remove it.
The Workshop starts out -1 food, +1 production, which is clearly a terrible tradeoff. However, it improves with techs and civics. But even these upgrades don't make it a viable choice. It gets the 1 food back with State Property, and it gets an additional +2 production, one from chemistry and one from guilds. So, at best, it is +3 production to a flat square.
In some cases, you have an option that is in every way superior to the workshop. If the square was originally forested, you can keep it that way, and build a lumbermill, which will give +2 production after railroad (+3 due to the extra production from the forest itself) and perhaps +1 gold as well. A lumbermilled forest also produces extra health and possibly happiness as well in environmentalism. So with forests in the radius, the workshop is absolutely inferior to the lumbermill.
However, I guess that advocates of the workshop would contend that it is to be used in cities that don't have forests, and are heavy on food but low on production, in order to balance them out. Say, a city with a lot of flood plains. The problem is that floodplains are next to water, and the watermill is completely superior to the workshop. Watermills add 2 hammers after replaceable parts, and 2 commerce after electricity. Furthermore, they don't subtract 1 food, and they even add one food with State Property, so under all circumstances, they add one more food. So if we compare two watermills to two workshops, the workshops produce 2 more hammers, but the watermills produce 2 more food, and some commerce with electricity. Say this 2 food goes to an engineer specialist. He'll get the 2 production back, and produce great people points as well.
The specialist principle also makes the farm a better investment than the workshop. A farmed square will generally produce 2 food more than a workshopped square. The two food goes to an engineer, who will produce 2 hammers and great people points.
Last, the workshop should be compared to the town, although these two improvements have very different goals. A town, with maximized civics and printing press, produces 1 hammer and 7 commerce (possibly 8 if Financial trait comes into play) while a maximized workshop produces 3 hammers. 7 commerce is enough to consistently rushbuy whatever is produced by those 2 extra hammers.
And it's not like towns are any more slow-developing than workshops. You can build cottages earlier than you can build workshops, and by the time you get to state property, your cottages will have long since become towns.
The workshop is barely better than leaving the terrain unworked. A grassland with a workshop, early game, is equivalent to a plains square. Plains aren't even better than grasslands, and it's certainly not worth a worker's time to make a grassland into a plains. Even after the upgrades later in the game, it's wholly inferior to other improvements unless you bend over backwards for it and switch to State Property. In that case, it's maybe, in some cases, at parity with other improvements.
Sure, I'll concede that a workshop could occasionally be useful for a civ already intending to switch to State Property. But the fact is that no civ game will ever be lost for a lack of workshops. Strengthen it or remove it.
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