And I will speak about industrial one based on thread (https://www.games2gether.com/amplitude-studios/humankind/forums/168-general/threads/51277-best-building-city-research-thread?page=1#post-366548)
So, formula of makers quarters have exponential term that consists of worker slots. That means that building infrastructure that increases your worker slots will increase dramatically cost of MQ, moreover, +1,+2,+3 per worker they give is not enough to cover the penalty you have from them, because usually it is equal to building one makers quarter that will provide only one worker slot, while penalty is equal to 3 ws.
And what for other types? if we look into other types of infrastructure, there are some civics and building that do the same to other quarters, but there amount of provided points is valuable. As an example, if you haven’t build too much farmers quarters, but for raising city population you need many FS, also +20 food is always good and such infrastructure is valuable. The same situation with gold and science. But for industrial such buildings are really bad and should not have built, until they provide MUCH more industry.
Also, the infrastructure for industry of contemporary era is very weak. Nuclear plant have to be the most powerful building, but it usuaLly gives you less than previous buildings and costs too much. The same can be said about other contemporary industrial buildings
Actually, about the "infrastructure issue", the devs should dedicate it, at least, an update on its own. It's nice seeing all the opportunities when playing the game, but some of them (and not just infrastructure-related) feel odd at math done.
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