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Supply buildings

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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.

Hunter
The Hunter, the earliest supply building can be built.
GothabAdded by Gothab

MechanicsEdit

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.

♦Requirement♦ Edit

Age Name Technology Coins Supplies Diamonds Population Size Building Time
0.1Stone Hunter (Stone Age) 96 0 0 28 3x3 5s
1.1Bronze Pottery Pottery 240 30 0 41 4x3 20s
1.2Bronze Fruit Farm Cultivation 1750 130 0 50 5x4 40m
1.3Bronze Blacksmith Smithery 430 40 0 12 2x2 20m
2.1Iron Tailor** (Iron Age) 0 0 400 88 3x4 20s
2.2Iron Goat Farm Stock Breeding 4800 680 0 122 4x5 1h40
2.3Iron Butcher Butchery 4100 410 0 66 4x3 1h10
3.1EMA Bakery** (Early Middle Age) 0 0 400 103 4x3 20s
3.2EMA Tannery Tanning 7800 1800 0 54 3x3 3h
3.3EMA Shoemaker Leather Working 12100 1500 0 77 3x3 2h40
4.1HMA Windmill** (High Middle Age) 0 0 500 148 3x4 20s
4.2HMA Alchemist Alchemy 15000 3100 0 40 3x2 5h20
4.3HMA Farm Granary 64000 5600 0 269 4x5 8h10
5.1LMA Spice Trader** (Late Middle Age) 0 0 500 86 3x3 20s
5.2LMA Cooperage Manufacturing 61000 10800 0 164 3x4 10h30
5.3LMA Brewery Brewing Kettles 56000 9500 0 136 3x3 8h50
6.1CA Perfume Distillery** (Colonial Age) 0 0 500 78 3x2 20s
6.2CA Sailmaker Maritime Shipping 59000 7700 0 149 3x3 12h40
6.3CA Tobacco Plantation Plantations 81000 15700 0 365 4x4 14h40
6.4CA Clockmaker Clockmaking 43000 7400 0 68 3x2 8h20
IndA Wheelwright** (Industrial Age) 0 0 500 180 4x3 20s
IndA Chemical Plant Modern Chemistry 84000 19800 0 224

4x3

12h20
IndA Gunsmith Precision Tools 48000 14900 0 90

2x3

10h10
IndA Ceramics Factory Modern Manufacturing 115000 33400 0 337 5x3 13h30
PE Garage**** Automobiles 141000 52400 0 338 4x4 9h10
PE Lamp Factory Power Distribution 173000 39300 0 570 6x3 15h
PE Cattle Ranch Ranching 218000 119100 0 1063 7x6 13h50
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 Hatter Advertisement 91000 20800 0 150 3x3 7h20
ME Film Studio**,**** (Modern Era) 0 0 1000 650 7x5 20s

♦Efficiency*♦ Edit

Age Name Production per hour Productivity per population Production per hour per tile Productivity per tile per population* Efficiency as % of Clock Maker*
0.1Stone Hunter 34 1.214 3.777 0.1349 17.20 %
1.1Bronze Pottery 50 1.219 4.167 0.1016 12.95 %
1.2Bronze Fruit Farm 130 2.600 6.500 0.1300 16.58 %
1.3Bronze Blacksmith 32 2.667 8.000 0.6667 85.01 %
2.1Iron Tailor** 360 4.091 30.000 0.3409 43.47 %
2.2Iron Goat Farm 220 1.803 11.000 0.0902 11.50 %
2.3Iron Butcher 160 2.424 13.333 0.2020 25.76 %
3.1EMA Bakery** 480 4.660 40.000 0.3883 49.51 %
3.2EMA Tannery 160 2.963 17.777 0.3292 41.97 %
3.3EMA Shoemaker 210 2.727 23.333 0.3030 38.63 %
4.1HMA Windmill** 770 5.203 64.167 0.4335 55.27 %
4.2HMA Alchemist 180 4.500 30.000 0.7500 95.63 %
4.3HMA Farm 730 2.713 36.500 0.1356 17.29 %
5.1LMA Spice Trader** 730 8.488 81.111 0.9431 120.25 %
5.2LMA Cooperage 490 2.988 40.833 0.2489 31.74%
5.3LMA Brewery 400 2.941 44.444 0.3268 41.67 %
CA Perfume Distillery** 620 7.949 103.33 1.3248 168.91 %
CA Sailmaker 470 3.154 52.222 0.3505 44.69 %
CA Tobacco Plantation 900 2.466 56.250 0.1541 19.65 %
CA Clockmaker* 320 4.706 53.333 0.7843 100.00 %
IndA Wheelwright** 1500 8.33 125 0.6944 88.54 %
IndA Chemical Plant 720 3.21 60 0.2678 34.15 %
IndA Gunsmith 380 4.22 63.33 0.7037 89.38 %
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 Garage 1450 4.289 90.625 0.2681 34.19 %
PE Lamp Factory 1510 2.649 83.8 0.1471 18.76%
PE Cattle Ranch 3100 2.916 73.8 0.0694 8.85 %
PE Confectionary*** 1130 6.647 141.25 0.8309 105.94 %
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 Hatter 740 4.933 82.222 0.5482 69.90 %
ME Aircraft Factory 2490 3.831 103.75 0.1596 20.35 %
ME Appliances Factory 2150 3.071 107.5 0.1536 19.58 %
ME Studio** 6830 10.508 195.143 0.300 38.25 %

*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
0.1Stone Hunter 34 9 28 2.3 24 1.4
0.1Bronze Pottery 50 12 41 5.3 22.7 2.2
0.1Bronze Fruit Farm 130 20 50 5.3 33.4 3.9
0.1Bronze Blacksmith 32 4 12 5.3 8.3 3.9
2.1Iron Tailor** 360 12 88 12.2 22.2 16.2
2.1Iron Goat Farm 220 20 122 12.2 34.0 6.5
2.1Iron Butcher 160 12 66 12.2 20.4 7.8
2.1EMA Bakery** 480 12 103 18.5 20.6 23.3
2.1EMA Tannery 160 9 54 18.5 14.9 10.7
2.1EMA Shoemaker 210 9 77 18.5 16.2 13.0

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 :)

Ages Edit

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

Progressive AgeEdit

Modern Era Edit

Premium Production BuildingsEdit

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