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.
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.
Quests and Challenges
For these purposes, 'production building' refers to any building which offers the same six different time options (5 minutes, 15 minutes, 1 hour, 4 hours, 8 hours, and 1 day). These buildings are categorized as Special Buildings but not all Special Buildings have the necessary time options, only those described on the Special Buildings page as having a Function of 'Production'. Buildings that do include Beach Bar, Luau, Rosarium and many others. Many of the options for these buildings result in other than supplies, such as Medals, Coins and Forge Points.
Alerts (mobile app)
The game has an option to send out alerts when production is completed. 'Production' for this purpose has a wide definition, and for this purpose can come from buildings that are listed below, almost any special building, buildings producing goods, and any military building.
|BA||Domestication Pen||Bronze Age||0||0||200||40||4x4||00:00:20|
|IA||Goat Farm||Stock Breeding||4800||680||0||122||4x5||01:40:00|
|EMA||Bakery||Early Middle Ages||0||0||400||103||4x3||00:00:20|
|HMA||Windmill||High Middle Ages||0||0||500||148||3x4||00:00:20|
|LMA||Spice Trader||Late Middle Ages||0||0||500||86||3x3||00:00:20|
|CA||Perfume Distillery||Colonial Age||0||0||500||78||3x2||00:00:20|
|InA||Chemical Plant||Modern Chemistry||84000||19800||0||224||4x3||12:20:00|
|InA||Ceramics Factory||Modern Manufacturing||115000||33400||0||337||5x3||13:30:00|
|PE||Lamp Factory||Power Distribution||173000||39300||0||570||6x3||15:00:00|
|PE||Deli Shop||Progressive Era||0||0||600||200||4x3||00:00:20|
|ME||Appliance Factory||Consumer Goods||192000||70700||0||700||4x5||12:40:00|
|ME||Aircraft Factory||Commercial Aviation||368000||78300||0||650||6x4||11:30:00|
|ME||Film Studio1,2||Modern Era||0||0||1000||650||7x5||00:00:20|
|PME||Car Factory||Private Transport||437000||119400||0||1111||5x6||15:10:00|
|PME||Greenhouse Complex||Postmodern Era||0||0||600||300||5x3||00:00:20|
|PME||Toy Factory||Children's Rights||201000||76300||0||666||5x5||10:30:00|
|CE||Business Center||Financial Services||500000||70200||0||666||5x5||11:40:00|
|CE||Computer Games Company||Contemporary Era||0||0||600||240||4x3||00:00:20|
|CE||Fish Market||Local Purchasing||205000||123800||0||684||5x4||08:40:00|
|TE||3D Printer||Additive Manufacturing||300000||109400||0||500||4x4||14:00:00|
|TE||Private Security Company||Physical Security||140000||60700||0||550||4x3||09:20:00|
|TE||Urban Farm||Tomorrow Era||0||0||900||500||6x4||00:00:20|
|FE||Food Printer||Food Engineering||137000||48000||0||460||4x4||8:30:00|
|FE||Helium-3 Extraction Facility||Xenomineralogy||771000||199000||0||1700||6x5||16:20:00|
|FE||Sea Life Tower||Future Era||0||0||1000||670||5x5||00:00:20|
|AF||Crystal Flower Store||0||210||3x2|
|AF||Dry Dock ||0||1600||6x5|
|AF||Recycling Wheel ||0||1000||5x4|
|AF||Vertical Farm , ||900||570||4x5||00:00:20|
|AF||Plasma Generator , ||800||570||4x4||00:00:20|
|OF||Geothermal Power Plant ,||1000||680||4x4||00:00:20|
|OF||Deep Sea Breeder ,||1000||1170||6x5||00:00:20|
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 Buildings need a two-lane street connecting them to the Town Hall.
|CE||Computer Games Company1||2940||12||240||245.000||80.571||36.489||14.057||209.146|
|TE||Private Security Company||1790||12||550||149.167||169.143||10.583||14.200||126.056|
- 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.
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).
- 1 SA - Hut: 14/4 = 3.500, BA - Stilt House: 22/4 = 5.500, IA - Roof Tile House: 44/4 = 11.000, EMA - Frame House: 67/4 = 16.750, HMA - Brownstone House: 94/4 = 23.500, LMA - Estate House: 123/4 = 30.750, CA - Arcade House: 155/4 = 38.750, InA - Workers' House: 285/6 = 47.500, PE - Tenement House: 510/9 = 56.667, ME - Motel: 900/12 = 75.000, PME - Duplex House: 1,040/12 = 86.667, CE - Shophouse: 1400/12 = 116.667, TE - Pod Home: 250/1 = 250.000
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)