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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.

Hunter

The Hunter, the first production building that can be built.

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 Icon Supplies Diamonds Icon 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
IrA Tailor1 Iron Age 0 0 400 88 3x4 00:00:20
IrA Goat Farm Stock Breeding 4800 680 0 122 4x5 01:40:00
IrA Butcher Butchery 4100 410 0 66 4x3 01:10:00
EMA Bakery1 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 Windmill1 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 Trader1 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 Distillery1 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 Wheelwright1 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 Garage2 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 Shop1 Progressive Era 0 0 600 200 4x3 00:00:20
ME Appliances Factory2 Consumer Goods 192000 70700 0 700 4x5 12:40:00
ME Aircraft Factory2 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 Factory2 Private Transport 437000 119400 0 1111 5x6 15:10:00
PME Greenhouse Complex1 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 Junkyard2 Waste Management 90000 86200 0 437 5x4 08:10:00
CE To Be Released Contemporary Era - - - - - -

1 Premium production buildings (require diamonds to build).

2 Buildings need a two-lane street connecting them to the Town Hall.

Efficiency

Age Age PrB Building Production Size Icon Population Size2 Efficiency2 Size3 Efficiency3
SA Hunter 34 9 28 17.000 2.000 17.000 2.000
BA Blacksmith 32 4 12 7.428 4.308 6.181 5.176
BA Fruit Farm 130 20 50 34.285 3.791 29.090 4.468
BA Pottery 50 12 41 23.714 2.104 19.455 2.570
IrA Butcher 160 12 66 30.857 5.185 18.000 8.888
IrA Goat Farm 220 20 122 54.857 4.010 31.090 7.076
IrA Tailor1 360 12 88 37.142 9.692 20.000 18.000
EMA Bakery1 480 12 103 41.428 11.586 18.149 26.447
EMA Shoemaker 210 9 77 31.000 6.774 13.597 15.444
EMA Tannery 160 9 54 24.428 6.549 12.223 13.089
HMA Alchemist 180 6 40 17.428 10.328 7.702 23.370
HMA Farm 730 20 269 96.857 7.537 31.447 23.214
HMA Windmill1 770 12 148 54.285 14.184 18.297 42.081
LMA Brewery 400 9 136 47.857 8.358 13.422 29.800
LMA Cooperage 490 12 164 58.857 8.325 17.333 28.269
LMA Spice Trader1 730 9 86 33.571 21.745 11.796 61.881
CA Clockmaker 320 6 68 25.428 12.584 7.754 41.264
CA Perfume Distillery1 620 6 78 28.285 21.919 8.013 77.375
CA Sailmaker 470 9 147 51.000 9.216 12.794 36.736
CA Tobacco Plantation 900 16 365 120.285 7.482 25.419 35.406
InA Ceramics Factory 980 15 337 111.285 8.806 22.094 44.354
InA Chemical Plant 720 12 224 76.000 9.473 16.715 43.073
InA Gunsmith 380 6 90 31.714 11.981 7.894 48.133
InA Wheelwright1 1500 12 180 63.428 23.648 15.789 95.000
PE Cattle Ranch 3100 42 1063 345.714 8.966 60.758 51.021
PE Deli Shop1 1770 12 200 69.143 25.599 15.529 113.980
PE Garage 1450 16 338 112.571 12.880 21.964 66.015
PE Lamp Factory 1510 18 570 180.857 8.349 28.058 53.815
ME Aircraft Factory 2490 24 650 209.714 11.873 32.667 76.224
ME Appliances Factory 2150 20 700 220.000 9.772 29.333 73.295
ME Film Studio1 6830 35 650 220.714 30.945 43.667 156.411
ME Hatter 740 9 150 51.857 14.269 11.000 67.272
PME Car Factory 3660 30 1111 347.429 10.535 42.819 85.476
PME Greenhouse Complex1 3200 15 300 100.714 31.773 18.462 173.329
PME Junkyard 3020 20 437 144.857 20.848 54.765 55.143
PME Toy Factory 1790 25 666 215.285 8.314 32.684 54.765
CE To Be Released 0 0 0 0.000 0.000 0.000 0.000

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 Size of actual Production Building This sum is put in Column 6 (3 Decimals is 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 is 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 (3.5) added with Size of actual Production Building This sum is put in Column 8 (3 Decimals is 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 is 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. Efficienty 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)

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