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The production building is an important building that produce supplies, a primary resource. Supplies are widely used to build buildings, to train military units and to produce goods. Production buildings vary widely in size and in building cost.

Mechanics

Production buildings, unlike residential buildings, do not produce supplies spontaneously, instead the player has to assign production for the production building. There are six different production time lengths (5 minutes, 15 minutes, 1 hour, 4 hours, 8 hours, and 1 day) that corresponds to different amounts of produced supplies. The shorter the production time is, the more supplies per unit of time will be produced. After production is finished, the player has to collect the supplies.

Properties

Age Name Technology Coins Supplies Diamonds Population Size Clock
SA Hunter Stone Age 96 0 0 28 3x3 00:00:05
BA Pottery Pottery 240 30 0 41 4x3 00:00:20
BA Fruit Farm Cultivation 1750 130 0 50 5x4 00:40:00
BA Blacksmith Smithery 430 40 0 12 2x2 00:20:00
IA Tailor[1] Iron Age 0 0 400 88 3x4 00:00:20
IA Goat Farm Stock Breeding 4800 680 0 122 4x5 01:40:00
IA Butcher Butchery 4100 410 0 66 4x3 01:10:00
EMA Bakery[1] Early Middle Ages 0 0 400 103 4x3 00:00:20
EMA Tannery Tanning 7800 1800 0 54 3x3 03:00:00
EMA Shoemaker Leather Working 12100 1500 0 77 3x3 02:40:00
HMA Windmill[1] High Middle Ages 0 0 500 148 3x4 00:00:20
HMA Alchemist Alchemy 15000 3100 0 40 3x2 05:20:00
HMA Farm Granary 64000 5600 0 269 4x5 08:10:00
LMA Spice Trader[1] Late Middle Ages 0 0 500 86 3x3 00:00:20
LMA Cooperage Manufacturing 61000 10800 0 164 3x4 10:30:00
LMA Brewery Brewing Kettles 56000 9500 0 136 3x3 08:50:00
CA Perfume Distillery[1] Colonial Age 0 0 500 78 3x2 00:00:20
CA Sailmaker Maritime Shipping 59000 7700 0 147 3x3 12:40:00
CA Tobacco Plantation Plantations 81000 15700 0 365 4x4 14:40:00
CA Clockmaker Clockmaking 43000 7400 0 68 3x2 08:20:00
InA Wheelwright[1] Industrial Age 0 0 500 180 4x3 00:00:20
InA Chemical Plant Modern Chemistry 84000 19800 0 224 4x3 12:20:00
InA Gunsmith Precision Tools 48000 14900 0 90 2x3 10:10:00
InA Ceramics Factory Modern Manufacturing 115000 33400 0 337 5x3 13:30:00
PE Garage[2] Automobiles 141000 52400 0 338 4x4 09:10:00
PE Lamp Factory Power Distribution 173000 39300 0 570 6x3 15:00:00
PE Cattle Ranch Ranching 218000 119100 0 1063 7x6 13:50:00
PE Deli Shop[1] Progressive Era 0 0 600 200 4x3 00:00:20
ME Appliance Factory[2] Consumer Goods 192000 70700 0 700 4x5 12:40:00
ME Aircraft Factory[2] Commercial Aviation 368000 78300 0 650 6x4 11:30:00
ME Hatter Advertisement 91000 20800 0 150 3x3 07:20:00
ME Film Studio1,2 Modern Era 0 0 1000 650 7x5 00:00:20
PME Car Factory[2] Private Transport 437000 119400 0 1111 5x6 15:10:00
PME Greenhouse Complex[1] Postmodern Era 0 0 600 300 5x3 00:00:20
PME Toy Factory Children's Rights 201000 76300 0 666 5x5 10:30:00
PME Junkyard[2] Waste Management 90000 86200 0 437 5x4 08:10:00
CE Business Center[2] Financial Services 500000 70200 0 666 5x5 11:40:00
CE Computer Games Company[1] Contemporary Era 0 0 600 240 4x3 00:00:20
CE Fish Market Local Purchasing 205000 123800 0 684 5x4 08:40:00
CE Logistics Center[2] Globalization 271000 130000 0 987 4x6 14:00:00
TE 3D Printer[2] Additive Manufacturing 300000 109400 0 500 4x4 14:00:00
TE Drone Factory[2] Drones 300000 108300 0 250 6x3 16:20:00
TE Private Security Company Physical Security 140000 60700 0 550 4x3 09:20:00
TE Urban Farm[1][2] Tomorrow Era 0 0 900 500 6x4 00:00:20

Notes

[1] [2]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Premium production buildings (require diamonds to build).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Buildings need a two-lane street connecting them to the Town Hall.

Efficiency

Age Age PrB Building Production Size Population P/A Size2 Efficiency2 Size3 Efficiency3
SA Hunter 34 9 28 3.778 17.000 2.000 17.000 2.000
BA Blacksmith 32 4 12 8.000 7.429 4.308 6.182 5.176
BA Fruit Farm 130 20 50 6.500 34.286 3.792 29.091 4.469
BA Pottery 50 12 41 4.167 23.714 2.108 19.455 2.570
IA Butcher 160 12 66 13.333 30.857 5.185 18.000 8.889
IA Goat Farm 220 20 122 11.000 54.857 4.010 31.091 7.076
IA Tailor1 360 12 88 30.000 37.143 9.692 20.000 18.000
EMA Bakery1 480 12 103 40.000 41.429 11.586 18.149 26.447
EMA Shoemaker 210 9 77 23.333 31.000 6.774 13.597 15.445
EMA Tannery 160 9 54 17.778 24.429 6.550 12.224 13.089
HMA Alchemist 180 6 40 30.000 17.429 10.328 7.702 23.370
HMA Farm 730 20 269 36.500 96.857 7.537 31.447 23.214
HMA Windmill1 770 12 148 64.167 54.286 14.184 18.298 42.081
LMA Brewery 400 9 136 44.444 47.857 8.358 13.423 29.800
LMA Cooperage 490 12 164 40.833 58.857 8.325 17.333 28.269
LMA Spice Trader1 730 9 86 81.111 33.571 21.745 11.797 61.881
CA Clockmaker 320 6 68 53.333 25.429 12.584 7.755 41.265
CA Perfume Distillery1 620 6 78 103.333 28.286 21.919 8.013 77.375
CA Sailmaker 470 9 147 52.222 51.000 9.216 12.794 36.737
CA Tobacco Plantation 900 16 365 56.250 120.286 7.482 25.419 35.406
InA Ceramics Factory 980 15 337 65.333 111.286 8.806 22.095 44.354
InA Chemical Plant 720 12 224 60.000 76.000 9.474 16.716 43.073
InA Gunsmith 380 6 90 63.333 31.714 11.982 7.895 48.133
InA Wheelwright1 1500 12 180 125.000 63.429 23.649 15.789 95.000
PE Cattle Ranch 3100 42 1063 73.810 345.714 8.967 60.759 51.021
PE Deli Shop1 1770 12 200 147.500 69.143 25.599 15.529 113.977
PE Garage 1450 16 338 90.625 112.571 12.881 21.965 66.015
PE Lamp Factory 1510 18 570 83.889 180.857 8.349 28.059 53.816
ME Aircraft Factory 2490 24 650 103.750 209.714 11.873 32.667 76.224
ME Appliance Factory 2150 20 700 107.500 220.000 9.773 29.333 73.295
ME Film Studio1 6830 35 650 195.143 220.714 30.945 43.667 156.412
ME Hatter 740 9 150 82.222 51.857 14.270 11.000 67.273
PME Car Factory 3660 30 1111 122.000 347.429 10.535 42.819 85.476
PME Greenhouse Complex1 3200 15 300 213.333 100.714 31.773 18.462 173.333
PME Junkyard 3020 20 437 151.000 144.857 20.848 25.042 120.596
PME Toy Factory 1790 25 666 71.600 215.286 8.315 32.685 54.766
CE Business Center 3780 25 666 151.200 215.286 17.558 30.709 123.093
CE Computer Games Company1 2940 12 240 245.000 80.571 36.489 14.057 209.146
CE Fish Market 2400 20 684 120.000 215.429 11.141 25.863 92.797
CE Logistics Center 3310 24 987 137.917 306.000 10.817 32.460 101.972
TE 3D Printer 2400 16 500 150.000 158.857 15.108 18.000 133.333
TE Drone Factory 3000 18 250 166.667 89.429 33.546 19.000 157.895
TE Private Security Company 1790 12 550 149.167 169.143 10.583 14.200 126.056
TE Urban Farm1 7260 24 500 302.500 166.857 43.510 26.000 279.231

Notes

  • 1 Premium production buildings.
  • 2 This index is based one the stats of the Hut and can be applied as a comparison for all production buildings through ALL ages.
  • 3 This index is based one the stats of the residential building with the lowest population density of each age and can be applied as a comparison for all production buildings WITHIN each age.

Efficiency Calculations

Theoretical Size (based on the Hut) is calculated by:

Required Population of actual Production Building divided with Population Density of the Hut (3.5) added with the Size of actual Production Building. This sum is put in column 6 (3 decimals are enough).

Efficiency Index is calculated by:

Production per Hour of actual Production Building divided with Theoretical Size (based on the Hut). This sum is put in column 7 (3 decimals are enough).

Age Specific Theoretical Size (based on the Residential Building with the lowest Population Density of actual Age) is calculated by:

Required Population of actual Production Building divided with Population Density of actual Age Residential Building1 added with Size of actual Production Building. This sum is put in column 8 (3 decimals are enough).

Efficiency Index (based on the Residential Building with the lowest Population Density of actual Age) is calculated by:

Production per Hour of actual Production Building divided with Age Specific Theoretical Size (based on the Residential Building with the lowest Population Density of actual Age). This sum is put in column 9 (3 decimals are enough).


Old comments

about the Efficiency section - Will be deleted after reconstruction

The "efficiency" calculation (prod/size/pop) isn't meaningful. Simplest example: 2 clockmakers are only half as "efficient" as 1 clockmaker. The same holds for any building since (2p/2s/2n) = (p/s/n)/2. If we really want to combine the two ratios then we must use another method such as eff = ("squared prod/tile as % of max" + "prod/pop as % of max")/2.

From the table above, we can see that Clockmaker is the most efficient supplies production building as it produces most supplies per hour per tile per population. Efficiency is calculated by dividing the production per hour by the size and required population as the increase of requirement of population will result in need to build more houses, which will be a waste of space in a limited space. It can be observed that the top three non-premium efficient production buildings are small-size buildings.

"Production squared" per tile per population (same as production per tile * production per population) may be more indicative (though not accurate) of efficiency. This value increases for buildings as age advances.

-- yeah, current calculations are completely broken. Tailor just can't be less efficient than blacksmith - as it has better both prod/population and prod/tiles values.

/ I think you should use a residential building as a standard, perhaps Victorian House, and use it's population per tile to calculate how many extra tiles the building needs. As an example Tobacco Plantations uses 12 tiles for the building and 4,62 extra tiles for the population needed if using Victorian House. /

I would suggest to take into account the number of tiles you need to accommodate the population needed and the number of tiles for the road connection. A Hunter for example would need a total of 24 tiles, 9 for the building, 3 for the road connection and 12 for the accommodation (huts and roads) of the population. Therefore a Hunter produces 1.4 per hour per tile. As you can see, new buildings are more efficient and premium buildings are the best.

/ I am not sure if calculating the roads like this is of any good use, maybe over complicating. First, another building would share those 3 road tiles with the Hunter building. Second, the building, a Farm as example, could be at the end of a dead end sharing it's only road connection with 2 other buildings just adding 0,33 tiles for roads. /


/ Use prod/(size + age adjusted pop density). Use the residential building from each age that supports the highest population to compare with production buildings from the same age. For example, in the BA chalets are most efficient at 8 pop per tile. Pottery requires 41 pop which amounts to 5,125 tiles plus 12 tiles for building. Efficiency of pottery would be 50 / 17.125 = 2.92. Another example from IA, cottages are most efficient at 9.125 pop per tile. Butcher requires 66 pop which amounts to 7.23 tiles plus 12 tiles for building. Efficiency of butcher would be 160 / 19.23 = 8.32. This addresses first comment regarding 2 clockmakers as the result would be 2/2 = 1 showing that 2 clockmakers are just as efficient as 1 clockmaker. /

I think we're on to something good here! However, I'd like to try to make a modification to this idea and create an Efficiency List based on two aspects. The first aspect is based on the Hut as an index. This is the first, and probably the least effective, residential building in the game. That gives a good picture of how the efficiency (hopefully) increases with age. The other aspect is more based on your idea, but from the residential building that supports the lowest population of each age. This will show the same things you propose but it won't emphasize the premium buildings as much (they're often the buildings supporting the highest population). -- Tomasonym (talk) 11:46, July 7, 2014 (UTC)

Media in category "Production Buildings"

The following 11 files are in this category, out of 11 total.