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the culture can be somewhat helpful but production is quite low comparing it to the production of some tile.
from what i read on some forum, suggestion are made to make the specialist actually unlocking the building potential. (like no science from library unless you have a citizen in it. empty buildings dont generate things on their own. )
With that in mind I have some ideas, maybe not possible to be modded though...
1. Specialists on campus district can generate eurekas after x number of turns worked there, on the highest level they may even enable you to run more than 1 research at a time after meeting some criteria
2. Specialists on commercial districts can give you discounts or enable something economic related, etc.
3. Specialists on encampments can give you unit production discount or boosts or experience boosts or even enable you to produce different units at a time.
Etc, these new districts system have so much future potential IMO, they are the best innovation that came to the series. (I'd like to make an option to pair the map resources into workable district system rather than plain and generic tile improvements. So many ideas can be used.
hi..
specialists in general, can be a very strong mechanic used to slow or completely stop the growth of a city. sometimes, if not most.. it is better by far to limit the growth of a city, than to deal with the negatives of over population, that being not enough housing, or not enough amenity, until you can develop that city to accomodate that requirement. there is definately no shortage of food producing tiles.
with your question specific to barracks/stables. that 1 production/culture can come in quite handy, over science and economic specialists, when you need the production focus. same applies if your city has ample production and you need more gold.. instead you would want to use a gold producing specialist in a comercial hub, or harbor. ect. this makes for city build diverstiy.. example: you have a city with lots of hills and production ability, maybe build districts that work better along side it.. like harbor, commercial or science. so that if you need to slow or stop city growth, you can specialist something the city doesnt inherently produce on its own.
takes some time of play to see how this can work for your game. i hope i explained this concept enough to help make specialists have a better role.
all the best.