The Production Building is an important building structure in the game as they produce the primary resource, supplies , which is widely used in game for buildings and training unit. Production Buildings have various type in size and required population and resource to build.
Production Buildings don't produce supplies spontaneously, instead, player have to assign work for the building. There are six different time lengths (5min, 15min, 1h, 4h, 8h and 1 day) for the work to be assigned which produce different amounts of supplies.
The work assigned with shorter time will always have a higher production rate (more supplies per unit of time) than the work with longer time. After the work has finished, the player has to collect the product or the product might be withered or spoiled some time later. You need to decide on efficiency of space, population and per hour for what is best for you. Each age generally has 1 best and you should decide which you want.
Expiration of SuppliesEdit
It has been observed that the spoiling occurs 3 times of the production interval later after the job has been given, for example if you assign a 1 hour job to the building the supplies will wither in 2 hours after completion (3h after the job is ordered), 15 minutes production will spoil 45 minutes later (30 minutes after your supplies are ready / done) etc.
|2.2Iron||Goat Farm||Stock Breeding||4800||680||0||122||4x5||1h40|
|3.1EMA||Bakery**||(Early Middle Age)||0||0||400||103||4x3||20s|
|4.1HMA||Windmill**||(High Middle Age)||0||0||500||148||3x4||20s|
|5.1LMA||Spice Trader**||(Late Middle Age)||0||0||500||86||3x3||20s|
|6.1CA||Perfume Distillery**||(Colonial Age)||0||0||500||78||3x2||20s|
|IndA||Chemical Plant||Modern Chemistry||84000||19800||0||224||
|IndA||Ceramics Factory||Modern Manufacturing||115000||33400||0||337||5x3||13h30|
|PE||Lamp Factory||Power Distribution||173000||39300||0||570||6x3||15h|
|PE||Deli Shop**||(Progressive Era)||0||0||600||200||4x3||20s|
|ME||Appliances Factory****||Consumer Goods||192000||70700||0||700||4x5||12h40|
|ME||Aircraft Factory****||Commercial Aviation||368000||78300||0||650||6x4||11h30|
|ME||Film Studio**,****||(Modern Era)||0||0||1000||650||7x5||20s|
|Age||Name||Production per hour||Productivity per population||Production per hour per tile||Productivity per tile per population*||Efficiency as % of Clock Maker*|
|1.2Bronze||Fruit Farm||130||2.600||6.500||0.1300||16.58 %|
|2.2Iron||Goat Farm||220||1.803||11.000||0.0902||11.50 %|
|5.1LMA||Spice Trader**||730||8.488||81.111||0.9431||120.25 %|
|CA||Perfume Distillery**||620||7.949||103.33||1.3248||168.91 %|
|CA||Tobacco Plantation||900||2.466||56.250||0.1541||19.65 %|
|IndA||Chemical Plant||720||3.21||60||0.2678||34.15 %|
|IndA||Ceramics Factory||980||2.90||65.33||0.1939||24.72 %|
|PE||Deli Shop**||1770||8.85||147.5||0.7375||94.03 %|
|PE||Cattle Ranch||3100||2.916||73.8||0.0694||8.85 %|
|PE||Large Confectionary***||1770||6.104||147.5||0.5086||64.85 %|
|PE||Reindeer Paddock***||1820||15.424||113.75||0.9640||122.91 %|
|PE||Beach Bar***||490||5.765||81.667||0.9608||122.50 %|
|ME||Aircraft Factory||2490||3.831||103.75||0.1596||20.35 %|
|ME||Appliances Factory||2150||3.071||107.5||0.1536||19.58 %|
*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.
**premium buildings (required diamond)
***special buildings earned in Winter-Summer events
****need 2x2 roads
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.
Needs editing "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. /
|Age||Name||Production per hour||Population per tile||Total tiles||Production per hour per tile|
I'm not finished yet, but I'll bet the Cattle Ranch or the Lamp Factory is the most efficient non-premium production building. If new buildings were less efficient, why would we build them :)
Stone Age Edit
Bronze Age Edit
Iron Age Edit
Early Middle Age Edit
High Middle Age Edit
Late Middle Age Edit
Colonial Age Edit
Industrial Age Edit
Modern Era Edit
Premium Production BuildingsEdit
Pages in category "Supply buildings"
The following 30 pages are in this category, out of 30 total.