I end up with some sort of production per tile number I can compare, but even then I have to count for multiple outside factors like P/M and ratio of coins/supplies u get out and which u can use more. Then I add up supplies and coins I get out of that system and divide it with the size of that whole system. That way I get the footprint size of system of that production building. For that I make a system of production building + road access it needs + how much house it needs + house much culturals that house needs for keeping enthusiastic with my average polished error margin. I just count the population requirments within that math. I usyally try go for supply buildings which have best production per tile, since the space is the actual limiting factor not population. For small production buildings, it might be a hassle to keep setting them individually, but if you are plundered, you only lose a small fraction. The downside is, if you're plundered, you lose quite a fair bit. For big production buildings, you don't have to set as many times, so it is more easy when you're doing 5 minute runs. Perhaps I will edit my post later to include further explanation.Īlso, do note that big and small (in terms of space) buildings have their pros and cons. However, this only takes into account the space occupied by the production buildings themselves, and not the houses required to house the population that is required for the production building. Hence, the Blacksmith is more efficient than the fruit farm. Personally, I determine the best production building by 2 factors, the space and population requirements.Įfficiency = 130 divided by 20 divided by 50 = 0.13 supplies per hour per space per popĮfficiency = 32 divided by 4 divided by 12 = 0.67 supplies per space per pop
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