![]() I prefer to have too much of a good than not enough. They're not totally accurate, and when in doubt I overbuild. RobO, I've synthized the production data provided here and on the TM forums into three simple rules. Weapon factory is the slowest working factory in the game.It can finish 1.31 unit of weapon in a month,thus about 15.7 each year.With the help of Mars(1st level of dedication),the production rate rises to the standard of an ordinary luxury goods factory.Īs weapon and armor needs 2 kinds of raw materials to produce,being so slow,it is not as good a trade as it looksĮdit:The above infomation about clay digger is not correct:I forget one thing:Each trip of the clay digger will bring in 2 units of clay!What does it mean?It means a clay digger's camp can produce about 120 units of clay each year,or it can supply material for nearly 5 pottery factories,of course,in optimized conditions!īelieve me,this is true and fact,in Thessalonica,one sand pit with it's door right at the entrance of the sand pit could fully stock 4 glass factories,and with a 5th which was the most furthur away one from the pit,had 1-3 units of sand in stock. #Caesar iv thessalonica fullHere is the number I collected from one of my savegame replay ( I don't know if the number will vary in another scenario ,as I have seen a sand pit supplying 4 glass factories working at full speed!)Ī clay digger camp's production is close related to its distance to the pit.From the time a collector reaches the ramp leading to the pit till he leaves with the cart,it takes 75% of a pottery's working cycle,which translates into about 2.6 units per month or 31.2 per year.As a clay digger camp has 2 workers,so we can say the optinium production rate for a clay pit is about 60 units a year!Īnother interesting number I think no number crunchers have mentioned:the production rate of weapon. With XX now being food and YY being raw materials for goods.Įarly in the game, I'm usually running at 2:3 ratio (2 camps for 3 factories), but once the "pipeline is filled" (factories have a good store of raw materials) you can usually go to a 1:2 ratio or even higher.So when later game,their production rate increased? ![]() Given enough time to stabilize things, how many houses can one (YY) provide for? You get the picture, I'm sure.Įdit: I just read above that goods are per house, not per person. I need to know what I need to build to provide for those, and also how many to start with if I have a starting pop of ca. So, for example, if I plan out a city with 10 insula, 6 domus and 4 villas I'll have somewhat over 2000 pop if they are maxed out. Food and basic goods are obviously the most important to get a grip on. That is with XX being a grain farm (with two fields), a veggy farm, cow farm, sheep farm, clay pit, olive grove etc. Given enough time to stabilize things, how many people can one (XX) provide for? What I really need is some approximate guidelines. ![]() I checked out the spreadsheet mentioned above, but it isn't all that easy to use. So for timber->furniture, the optimum rate seems 1:2. By the time they had cut down the 16th, the first had regrown. My timber camp in the middle of a forest produced 40 loads of timber per year, and they only used 16 trees in the forest. Timber camp: one tree is good for one load of timber. Considering that the distance between the clay digger and the clay pit is usually less than optimal, I think a 2:3 ratio for clay diggers vs factories is optimal. Luxury goods factories: 54 seconds to produce 1 load => 17.78 loads per yearĬlay digger right next to the clay pit was able to gather 44 loads of clay per year, which would supply 1.87 factories. That won't quite work since basic and luxury goods are consumed per house, not per person.Ī few tests of my own on production rates:īasic goods factories: they take 21 (game) seconds to produce 1 load, which comes down to 23.41 loads per year (one year is 960 seconds).
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