Goodgame Studios forum archives

Forum: empire-en
Board: [589] Strategy & Tactics Discussion
Topic: [75519] Understanding resource production

[1381735] xJadetsssx [None] :: Aug. 28, 2012, 11:09 a.m.
Nale047 wrote: »
Hello ppl im new to this game and i have a question... its regarding gold. I have read somewhere that it good to build dwellings on ur outpost but i dont understand how its calculated in ur main income of gold cuz on status bar (production of wood,stone,food,population and army the its seperated from ur main castle). Sience only gold is calculated all together how does it work? And the Public Order also... i mean... 4 example, if my PO in my main castle is 105% and on my outpost is 120% how does it gold income work?

Gold Income, depends of
Population, Having the tax collector bribed and the levies upgrade only, the public order doesn't affect the income
to calculate the income is the total amount of your population divided by 3 and you add any other bonuses you have

[1381943] Duterte (INT1) [None] :: Aug. 28, 2012, 9:19 p.m.
Nale047 wrote: »
Hello ppl im new to this game and i have a question... its regarding gold. I have read somewhere that it good to build dwellings on ur outpost but i dont understand how its calculated in ur main income of gold cuz on status bar (production of wood,stone,food,population and army the its seperated from ur main castle). Sience only gold is calculated all together how does it work? And the Public Order also... i mean... 4 example, if my PO in my main castle is 105% and on my outpost is 120% how does it gold income work?

Let's put it this way... the castle and the outpost are 2 separate communities. If there are buildings burning in one community then there could be unrest and a decrease in public order (PO) as well as productivity (<100% manufacturing) for THAT community alone --whereas-- the other community which may be located several blocks away could remain oblivious to their plight and still be living in perfect harmony too motivated (fixated?) with their decorative blings 8) hence manufacturing with 200% productivity...

HOWEVER... when it comes to GOLD (Tax Collecting)... The greedy tax collector (from your Internal Revenue Service :D) don't give a sh*t whether the citizens' houses from BOTH communities (castle & outpost) are burning to the ground... Tax will be collected REGARDLESS of public order ;(...

Hence if you must compute:

(castle population + outpost population) / 3 for the 10minute collection scheme

For the other tax collection schemes (30 min, 1:30, etc) here's the thread:
http://en.board.goodgamestudios.com/empire/showthread.php?31142-How-are-taxes-calculated

[1382082] Disturbed4182 [None] :: Aug. 29, 2012, 6:41 a.m.
If you don't feel like going through that thread, I'll sum it up for you:

Tax calculations(Before Bribe):
10 mins: 1/3 or your population (rounded)
30 mins: 2/3 of your population (rounded)
1 hour 30 mins: 1.3x population (rounded)
3 hour: 2x population (rounded)
6 hour: 3x population (rounded)
12 hour: 7.2x population (rounded)
24 hour: 19.2x population (rounded)

[1382096] BobFighter834 (INT2) [None] :: Aug. 29, 2012, 7:45 a.m.
BraveHeart wrote: »
Hence if you must compute:

(castle population + outpost population) / 3 for the 10minute collection scheme

How about:

(castle population + outpost population + other kingdom castle population) / 3 + (total public order x 0)

for the 10 minute collection?

[1440242] profGRob [None] :: Dec. 12, 2012, 2:57 p.m.
[QUOTE=

ResourceProduction=100x(0.75^(10-3))

Which means the base production for our 10th plant would be 13.3%


I hope i didn't confuse anyone...

[/QUOTE]

Naaa.... You didn't confuse anyone... Im sure...

[1445703] GhjHero [None] :: Dec. 19, 2012, 9:32 p.m.
BraveHeart wrote: »
Let's put it this way... the castle and the outpost are 2 separate communities. If there are buildings burning in one community then there could be unrest and a decrease in public order (PO) as well as productivity (<100% manufacturing) for THAT community alone --whereas-- the other community which may be located several blocks away could remain oblivious to their plight and still be living in perfect harmony too motivated (fixated?) with their decorative blings 8) hence manufacturing with 200% productivity...

HOWEVER... when it comes to GOLD (Tax Collecting)... The greedy tax collector (from your Internal Revenue Service :D) don't give a sh*t whether the citizens' houses from BOTH communities (castle & outpost) are burning to the ground... Tax will be collected REGARDLESS of public order ;(...

Hence if you must compute:

(castle population + outpost population) / 3 for the 10minute collection scheme

For the other tax collection schemes (30 min, 1:30, etc) here's the thread:
http://en.board.goodgamestudios.com/empire/showthread.php?31142-How-are-taxes-calculated

Well actually while taxes will still continue to be collected if buildings are on fire, if dwellings are on fire tax production will also be reduced until those dwellings are repaired.

[1446840] nick scelsi [None] :: Dec. 21, 2012, 3:21 a.m.
i understand that having more plants reduces your production at each plant. but as you expand your castle more resources are added. for example, i began with 2 stone and 2 food resources and now have 3 and 3. when you move your cursor over the resource it says that it supports x number of plants to run at 100%. now my question is, as you expand and more resources pop up, can i add more plants and have them operate at 100%?

[1447375] GhjHero [None] :: Dec. 21, 2012, 10:17 p.m.
i understand that having more plants reduces your production at each plant. but as you expand your castle more resources are added. for example, i began with 2 stone and 2 food resources and now have 3 and 3. when you move your cursor over the resource it says that it supports x number of plants to run at 100%. now my question is, as you expand and more resources pop up, can i add more plants and have them operate at 100%?
No each castle has a set limit of plants that can produce at 100% regardless of the castle size. Every main castle has a 100% production rate for three plants of each resource.

[1510913] Morgrim X (US1) [None] :: March 16, 2013, 2:40 p.m.
BraveHeart wrote: »
So these "bubbles" aren't in any way related to or affect your building outputs/harvests; i.e., the buildings still produce on schedule at the specified rate of production regardless of whether you click on them or not?

So the "bubbles" are extra "money"?
Your daily activity list has an item "Collect 10 resource donations from your citizens". Clicking on the bubbles is how you collect resources and complete that activity.

[1511191] HeroCedrtic2 [None] :: March 16, 2013, 10:33 p.m.
ok thank you so good job so know you use my phone ok use the psp logged im ok

[1511192] HeroCedrtic2 [None] :: March 16, 2013, 10:35 p.m.
ok thank you so match you know you comeing so i dont care ok honey chank on the movie

[1511742] ByteAngel [None] :: March 17, 2013, 3:24 p.m.
OK, so you explained production but you didn't explain how public order works or how to improve those figures. I understand how to add decorative items but how do I increase the protection factor and which buildings will improve protection? I tried adding more castle defense soldiers but that didn't improve the protection factor so I am now confused. Any help?

[1511872] BobFighter834 (INT2) [None] :: March 17, 2013, 8:33 p.m.
ByteAngel wrote: »
OK, so you explained production but you didn't explain how public order works or how to improve those figures. I understand how to add decorative items but how do I increase the protection factor and which buildings will improve protection? I tried adding more castle defense soldiers but that didn't improve the protection factor so I am now confused. Any help?

Towers, gates, walls and the keep determine your protection PO (PO = public order). Soldiers and other buildings won't affect a thing.

Public order %age = [100] + [square root of 4PO] %

e.g. 600 PO
Public order %age = [100] + [square root of 2400] % = [100] + [48.99] % = 149% (rounded)

Note that this only works with positive PO, but you should never have negative public order in ANY castle (unless you're a low level and you've got a LOT of fires).

[1511890] Duterte (INT1) [None] :: March 17, 2013, 9:08 p.m.
Attachment not found.

If you click the PO bar in the top middle area then you will see this image which I have attached. It pretty much gives an illustration of how PO affects production of resources (wood, stone, food) and tools as well as recruitment of troops

The protection factor for PO is coming from the castle, the gate, and the wall towers. Try clicking on each and you will see their PO values. Level 3 Keep for example gives 50 PO. Level 3 gate gives an added 15 PO and each level 3 tower gives an 8 PO each. You can try adding them all up and you will arrive at the total protection component of your public order.



oooppss... Bob beat me to it... ;)

[1511902] Duterte (INT1) [None] :: March 17, 2013, 9:27 p.m.
BTW Bob I'm a bit confused about how the productivity% was arrived at.

I click one farmhouse and it shows productivity%=259.

PO% is 199%
Level 3 flour mill = +30%
Keep = +2%

So how did my productivity% reach 259%?

No alchemy applied.

Not that I'm complaining with the additional % ... :rolleyes:

[1511903] BobFighter834 (INT2) [None] :: March 17, 2013, 9:33 p.m.
BraveHeart wrote: »
BTW Bob I'm a bit confused about how the productivity% was arrived at.

I click one farmhouse and it shows productivity%=259.

PO% is 199%
Level 3 flour mill = +30%
Keep = +2%

So how did my productivity% reach 259%?

No alchemy applied.

Not that I'm complaining with the additional % ... :rolleyes:

You multiply the percentages together, as opposed to adding them. And I don't know where you get the 2% for the keep from, but the keep just increases construction speed (and produces 2 food/stone/wood and increases PO and safe camp). It doesn't do anything to increase productivity for resource buildings.

199 (PO) X 1.3 (flour mill lvl 3) = 258.7, which rounds to 259%. It's 1.3 as opposed to 0.3 because the 30% is a bonus added onto the normal 100%.

[1514497] Duterte (INT1) [None] :: March 21, 2013, 5:50 a.m.
You multiply the percentages together, as opposed to adding them. And I don't know where you get the 2% for the keep from, but the keep just increases construction speed (and produces 2 food/stone/wood and increases PO and safe camp). It doesn't do anything to increase productivity for resource buildings.

199 (PO) X 1.3 (flour mill lvl 3) = 258.7, which rounds to 259%. It's 1.3 as opposed to 0.3 because the 30% is a bonus added onto the normal 100%.

Oh ok thanks. I got confused with the bonus%. I don't usually bother to think much about these things in depth... just build and upgrade... hehe

re: 2% at Keep... I was trying hard to "add up" to the 259% so I (mis)took the 2 food/wood/stone at the Keep as a percentage and not additional basic hourly production.

Attachment not found.

So basically a production building (ex. farmhouse) has

Hence for my case,

Production multipliers would be:

OR% x Bonus% x PO%
100% x 130% x 199%
100% x 259%

I guess for display purposes they just simplified to

Occupancy Rate% x Productivity%

... so that when you click on a stone/food/wood production building you can quickly distinguish which has the highest occupancy/productivity... perhaps for easier prioritization when upgrading buildings or applying limited alchemist potions.

So for that level 10 Farmhouse:

Hourly Food production = basic production x occupancy rate% x productivity%
= 88 x 100% x 259%
= 88 x 1 x 2.59
= 227.6 food per hour

[1572719] paddyirishman [None] :: June 21, 2013, 5:53 p.m.
hey im sorry im still confused if i have two fields how many famrs should i make and if i have 8 plants how many woodcutters should i make thanks

[1577355] Duterte (INT1) [None] :: June 28, 2013, 8:35 a.m.
For me I build upto 17% occupancy rate... 13% the least OR

[1623156] Unknown :: Sept. 2, 2013, 8:12 a.m.
hey im sorry im still confused if i have two fields how many famrs should i make and if i have 8 plants how many woodcutters should i make thanks


Hi, Got a question about this one... sometimes I can see two fields by some players, just like the one above says. But I've got only one, dont know how or when to get to two. Want 2... :-)
can somebody help my out, and explain why some people have two fields, and how I can get two? (newby since yesterday)