View Full Version : Anyone crunched any numbers on production?
Zamolxes
10-03-2006, 10:47 PM
I'm looking basically for statistical information. Every city i build looks like I over produce everything, which is not a bad thing, but i end up with these huge monstrosities every single time :o
So, how much a raw material or farm will produce in 1 year? we know 1 raw material facility can supply 2 finished goods 1. I'm looking for this info cause i'd like to estimate the amount of finished goods facilities i need to fully sell them and to supply my city, every year.
Knowing how many factories u need, is easier to preplan a nicer, more elegant city.
vic_4
10-04-2006, 02:53 AM
Basic goods factories produce 22 goods per year and luxury goods 18 in optimal conditions.
Grain/Veg Field - 23 units
Grape/Olive Yard - 18 units
Cattle Pasture - 36 units
Sheep Pasture - 32 units
Other camps (sand,timber,clay etc) - 36 units
Basic Goods Factory - 22 units
Luxury Goods Factory - 18 units
I'll typically use 2 Camps to 3 Basic Factories.
Info from Prima Guide extracts..
Ledhead
10-04-2006, 10:24 AM
The guides will say use a 1:2 harvester:production. I find that at that ratio generally one of your factories will run out of raw materials. That ratio expects perfect transportation.
If you have mercury's blessing things are a little easier as carriers carry +1.
I had ran some quick test the other night nothing hard core but seemed that most of the "yearly production" took about 13-14 months to actually produce. Worker movement seeming to cuse the difference. There are little differences like if you build the fields then place the farm the filelds get worked one way if you build the farm then the fields another. My testing was all at 1:2 ratio. Example when the workers of a vegi field return to the farm the month or so before harvest the second filed worker goes to the unworked field. That field always harvested about 5-10 seconds after the first. This happened every cycle.
Stagering your build out by deviding up your gatherers within their production cycle will give you a more stable supply of goods.
2:3 works for me. I'd rather have a factory working at 80% efficiency without enough raw materials, than a raw camp producing raw materials i'm not doing anything with.
Odius Asparagus
10-04-2006, 11:16 AM
Another thing that makes a difference is warehouse placement and use. If there is not enough warehouse space, finished goods pile up in the factory and production stops. I found that out when my 'stockpile' of goods for shipment to Caesar suddenly stopped growing because there was no storage.
As far as I can tell, you don't need a warehouse for raw materials as long as the factory is very near the workcamp, but if you have a bunch of factories all going full bore you definitely need a designated warehouse near them to keep the goods flowing.
Barbara
10-04-2006, 11:22 AM
I understand the ratios of raw resources to finished goods. But how many finished goods (farms and industries) do I need by population? I am looking at the Sardinia scenario that expects me to sell pottery, grapes, wine and vegetables for income. In turn that income is needed to purchase steel, timber and gold. It only requires a population of 1200. But so far I have been creating cities nearly double that population in order to achieve the other goals. And I never have any cash on hand at the end of the game. If I spend 8000-9000 on my initial build to establish the city and am left with 1000-1500 cash on hand that is what I am left with to end my scenarios. I have figured out how to skate by and not go broke but I can never get ahead. I have a notion that I am over producing to support the population but that is because the warehouses and granaries are always empty.
chazsi
10-04-2006, 11:29 AM
2:3 works for me. I'd rather have a factory working at 80% efficiency without enough raw materials, than a raw camp producing raw materials i'm not doing anything with.
When the "raw" camps get full of raw material with nowhere to send them... they stop producing.
Efficiency is improved somewhat with the 1:2 raw to factory ration is a warehouse is placed between raw and factory.
2:3 DOES keep my factories from ever showing "no work" and waiting for raw material.
Ledhead
10-04-2006, 12:07 PM
Food and goods consumption were tested by markduffy in demo came out to 100 pop eats .8 "farm" units of food. and that each month a house uses .12 "produced" units of goods.
"farm" and "produced" refer to what you make. the houses take 1 "farm" unit and break it up to 100 food units.
Haven't seen release figures yet will be looking into it tonight when I get home. Last night in Corinth I noticed the food consumption was at about 1.09 rather then the .8 value. I was basing that value on the pop screen saying I was eating X units and had Y population. I took 3 samples late game all were in that range.
doublenerds
10-04-2006, 12:32 PM
* I placed my timber camp roughly equidistant between two forests - I'm sure you can get much better early numbers by placing the camp close to one forest, but I wanted to get an idea of what production would be with one camp over time.
*I did not optimize placement of my buildings at all - in fact, I was a bit sloppy. Again, I wanted to get an idea of what my realistic production would be, rather than my ideal production.
* The general efficiency rule of thumb seems to be that two raw resource buildings will support 3 production buildings. The exception to this could be wood - looks like one timber camp could support 2 weapon or furniture camps, if you can place the camp well.
Building/Employees/Prod per year
Food
Grain farm/30/38
Vegetable farm/33/38
Cattle farm/33/36
Basic Goods
Sheep farm/31/32
Clothing fac/40/22
Olive farm/27/32
Olive oil fac/40/22
Timber camp/40/27
Furniture fac/48/17
Sand mine/27/38
Glass factory/40/22
Clay pit/27/35
Pottery factory/40/22
Luxury Goods
Gold mine/42/24
Jewelry factory/48/16
Grape farm/27/32
Wine Factory/48/17
Iron mine/42/27
Utensil factory/48/17
Other
Marble mine/72/28
Weapon factory/63/15
chazsi
10-04-2006, 12:58 PM
Food and goods consumption were tested by markduffy in demo came out to 100 pop eats .8 "farm" units of food. and that each month a house uses .12 "produced" units of goods.
"farm" and "produced" refer to what you make. the houses take 1 "farm" unit and break it up to 100 food units.
Haven't seen release figures yet will be looking into it tonight when I get home. Last night in Corinth I noticed the food consumption was at about 1.09 rather then the .8 value. I was basing that value on the pop screen saying I was eating X units and had Y population. I took 3 samples late game all were in that range.
I don't rely on "demo" labs until new labs are done to verify.
I'm afraid there may have been some changes/tweaks... no?;)
bexgames
10-04-2006, 12:59 PM
:eek: ...head hurts.....:eek:
chazsi
10-04-2006, 01:00 PM
:eek: ...head hurts.....:eek:
Take a pill, Bex....:D
bexgames
10-04-2006, 01:01 PM
Take a pill, Bex....:D
hey doc, got a prescription for anything good? :D
chazsi
10-04-2006, 01:19 PM
hey doc, got a prescription for anything good? :D
Anything you may want.... excluding the schedule I drugs like cocaine.
I don't do anything illegal.:D
Ledhead
10-04-2006, 01:24 PM
@doublenerds I have similar numbers for production except for your cattle and sheep. Either your number is for a single pasture or mine is for 4 pastures.
@chazsi With the variables in transportation I wouldn't even expect two labs to be identical :p You notice that people will wait for others to pass from time to time before moving on?
Zamolxes
10-04-2006, 08:59 PM
Wow, that was an extensive answer, tyvm guys and gals , awesome numbers! When I build, I tend to asses 1st what do i need to max out exports and fullfill my worker needs, but so far i was using an empirical approach, ergo overgrowing my city.
Now i have to put all these number in a tabel, print it, glue it next to computer....modify the rations a little bit and ..... :D :D :D
Ledhead
10-04-2006, 09:44 PM
Food usage.
First of I'm not using a stop watch I'm using the ingame dates. I'll leave that to people that are much more "detailed" then myself.
A house turns "1 food" (per trip) from market into "100 food units" of food in the house.
according to the population advisor food usage is about 1.09 food for each 100 population each month
my test:
small insula =70 pop
food units taken per feeding cycle = 56
food per cycle per 100 population = .8
cycles per year 16 (1.06) or 17 (1.13)
I think it's a safe bet to figuring that TM jacked up the feeding cycle from 12 in demo to something around 16.5 feeding cycles per year.
Spreadsheets can be set to to 1.09 food per 100 population per month and be fairly accurate.:D
notes:
Small insula will go to the market if their food units drops to 199 or lower.
Evolved houses will have higher thresholds.
Distance wasn't an issue as the usage didn't excede the gather rate for this test.
**onto goods usage**
basic goods follow same cycle.
Effects house as a whole.
16.5 (ish) cycles per years.
.12 units of goods per cycle.
1.98 goods per house per year.
Didn't notice if food and goods are on same timer. They are not tied to other houses though, so it's not a univesal timer. since fields are not regulated per seasons I'll assume it's based on either when they are build or when they first get goods and the goods time out. If the time out is true the usage could auto adjust per population as it shifts up or down for consumption.
enough work time for play.
enjoy.
vic_4
10-05-2006, 03:53 AM
Very interesting, thank you, I'lltry to use these indications.
Grumpus
10-05-2006, 08:36 AM
Thanks guys for your work.
Would I be safe then if I used the following ballpark figures?
Each farm (2 fields) will feed about 290 people for a year,
Each house (regardless of size) will use about 2 basic goods per year.
Ledhead
10-05-2006, 09:17 AM
Correct
2 fields of vegi or grain feeds about 290 (30-33 workers)
2 cattle pastures would be good for about 450 (33 workers)
2 cattle pastures take a little more space then 3 fields
3 fields would feed about 440 (60-66 workers)
2 basic goods (possibly each good type) per house per year should keep them happy.
indigo
10-05-2006, 12:28 PM
wow! great information guys. what about the military factories? how many weapons/armor can one factory produce in a year? Do they run similar to the lux. factories?
That's how I've been calcuating them, but I haven't paid extremely close attention to prod. yet as I tend to produce as much as possible and then mothball buildings if I've got way to much of an item overflowing the warehouse(s). But, weapons and armor are the most expensive good we can export (though the amt of labor they require is a pain) so knowing their stats would be v. good.
Erratus
10-05-2006, 12:36 PM
doublenerds indicated weapon production was 15/year on his list on the first page.
vic_4
10-05-2006, 01:03 PM
Thanks guys for your work.
Would I be safe then if I used the following ballpark figures?
Each farm (2 fields) will feed about 290 people for a year,
Each house (regardless of size) will use about 2 basic goods per year.
The fact that each house indipendent from evolution use the same amount of goods is one reason to evolve as soon as possible instead of building more.
Might be OT for this particular thread, but does anyone know what Ceres' benevolences are?
Bonuses:
Jupiter's Esteem:Favor penalties are reduced.
Jupiter's Boon: Increased tax revenue</Link>
Jupiter's Grace: Homes evolve at a faster rate.
Strength of Mars: Factories produce arms and weapons more quickly.\n
Valor of Mars: Soldiers fighting ability is enhanced.
Glory of Mars: Increases the immigration rate of recruits and replacements.\n\n
Mercury's Skill: Cart pushers can move more resources per trip.\n
Mercury's Savvy: Exports generate more revenue.\n
Mercury's Reward: The cost of opening trade routes is reduced.\n\n
Fruits of Ceres: Grapes and olives grow faster.
Ceres' Gift: Meat and wool production is increased.
Bounty of Ceres: Grain and vegetables grow more quickly.
Libations of Bacchus: Wine is produced faster.\n
Glamour of Bacchus: The buildings and structures that generate positive Appeal emit more of it.\n
Festivities of Bacchus: All households in the city become happier than they were.\n\n
Benevolences:
Jupiter's Lesser: He smites a few criminals</Link>
Jupiter's Greater: He smites all criminals.
Mercury's Lesser: Grants a small amount of money to the treasury for each open trade route.
Mercury's Greater: Grants a significant amount of money to the treasury for each open trade route.
Mars' Lesser: Gives experience to one cohort.
Mars' Greater: Gives experience to all cohorts.
Bacchus' Lesser: All patrician households receive extra luxury and exotic goods of the types they already have.\n\n
Bacchus' Greater: All patrician households receive even more extra luxury and exotic goods of the types they already have and equite households receive extra luxury goods of the types they already have.
Ceres Lesser: Fills some fields with produce
Ceres Greater: Fills all fields with produce
@bex: TY :D
Ledhead
10-05-2006, 01:54 PM
Thanks been looking for that.
bexgames
10-05-2006, 01:56 PM
Ceres Lesser: Fills some fields with produce
Ceres Greater: Fills all fields with produce
:D
Ledhead
10-06-2006, 04:10 PM
Minor update to food usage.
A house with multiple types of food will keep a 200+ total for each type as long as that food type is available.
A house will eat a percentage of each type of food.
So if a house eats a total of 110 units per cycle.
total = 220 grain and 100 meat = 320
cycle 1 = 77 grain and 33 meat will be eaten.
total = 143 grain and 67 meat = 210
cycle 2 = cycle 75 grain and 35 meat are eaten.
total = 68 grain and 32 meat = 100
cycle 3 will eat all food.
size(pop):cycle/month/year
Insulla food consumption.
s(70):56/76.3/915.6
m(110):88/119.9/1438.8
l(150):120/163.5/1962
Domus food consumption.
s(40):32/43.6/523.2
m(60):48/65.4/784.8
l(80):64/87.2/1046.4
Villas and Estates
all(30):36/49/588
Villas are just the math I have not confirmed that part. I tend to get faded on prosperity at that point and forget to look at food :rolleyes:
I'm assuming they use the same consumption rate but they may be gluttens.
More food types not only make people happier it also gives you a population that has a food buffer in times of fire, ransacking or unhappy gods.
Basic Goods usage works the same. % of total of each good used per cycle.
*** update ***
Food consumption for the Villa/estates/mansions is 36 units of food per cycle. so...
pop = 30
eaten = 36
1.2 eaten per cycle.
I need to relode a save to time the cycle. Finished the last republic mission and have 6 mansions to test with.
Erratus
10-06-2006, 04:24 PM
Additional food types seem to increase health, as well.
indigo
10-06-2006, 05:40 PM
doublenerds indicated weapon production was 15/year on his list on the first page.
whoops. missed that. thanks. :)
Zamolxes
10-07-2006, 01:33 AM
I see u guys raport all food consumption and production to a CYCLE. I was just wondering what that cycle is? 1 year? 10 months? 1 month? Is not exactly clear...
Ledhead
10-07-2006, 11:45 AM
the cycle happens between 16 and 17 times per game year. Atleast for insulla. As each house has its own cycle its a bit hard to compare to the other housing types. I do have another update for food consumption now that I think or if.
eperdos
10-08-2006, 11:05 AM
*
Building/Employees/Prod per year
Food
Grain farm/30/38
Vegetable farm/33/38
Cattle farm/33/36
is the red figure corect? if yes, I can`t understant why people say cattle feed more populations then grain and vegetables.
also ziro sais "Grain/Veg Field - 23 units" and sais figures are from prima guide.
wich are correct?
eperdos
10-08-2006, 11:22 AM
Correct
2 basic goods (possibly each good type) per house per year should keep them happy.
2 basic goods/year? or 12 basic goods/year?
2 seems too much easier...
Ledhead
10-08-2006, 12:03 PM
@eperdos 2 basic goods (from basic goods vendor) become 200 basic good units in the house.
house uses 12 basic goods units per cycle.
My cattle production looked to be about twice doublenerds I think his/her total is for a single pasture. or may have had a transportation issue...???
Plebus
10-09-2006, 02:46 PM
When a villa evolves from estates into mansion,all the commondities consuming rate remains the same except exotic goods: it doubles,from 12 units per cycle to 24!:eek:
eperdos
10-09-2006, 02:51 PM
great one plebus, quite important and helpfull.I`ll change my numbrs accordingly.
Plebus
10-10-2006, 08:52 AM
Have finished the first Republic mission,and I noticed some devine intervention changed the production rate: at the end of the game and some extended governing monthes,I found my storage pits were flooded with wine and Olive oil...my city has perfect converage of Ceres who increased growing speed of grapes and olives.
I know several gods can give bonus to production rates,but I have no idea how to achieve more than one "thumb up" in the "dedication" catagories,not to mention testing out various bonus production rates...serious help needed:p
Praise the gods!:D
Erratus
10-10-2006, 01:04 PM
I can't swear to it, but it seems that dedication is derived primarily from number (not %) of citizens that have access to that god's shrine/temple.
So far, I've seen up to 2 thumbs up for all the gods...but I'd seriously overbuilt that city (population requirement ~1k, my population ~4k.)
Zamolxes
10-14-2006, 10:34 AM
The dedication of gods comes from coverage. If u receive good/perfect coverage, u get all 2 dedications. Lab: my Alexandria, city of 8000 with 1 temple and 2 shrines for each god has perfect coverage. Good coverage can be attained very early in game, with few well placed shrines. And while Jupiter and Mercury are useful, best god in game is CERES! I LOVE CERES!!!
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