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Sep 13th, 2017
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  1. Building Effectiveness
  2.  
  3. The structures we construct throughout our lands may or may not function at full capacity, depending on two major factors. First, people must work in the buildings to realize their full utility (each person is capable of performing 1.5 jobs). Second, money invested in tools sciences can raise efficiency as well. Note that changes in employment require time to shift your building efficiency. Listed below are the net effects of each of our buildings, not including personality or racial bonuses.
  4. Statistics
  5. Available Workers 146,554
  6. Available Jobs 241,800
  7. Building Efficiency 102.2%
  8. Workers Needed for Max. Efficiency 162,006
  9. Building Effects
  10.  
  11. You will find that as we build more of certain building types, many new structures will be less effective. The Next 1% in parentheses below refers to the benefits of dedicating 1% more of your land to a particular building type.
  12. Building type Quantity % of Total Current Effects (effect of next 1%)
  13. Barren Land 0 0.0%
  14. Homes 0 0.0% Increase max population by 0
  15. Increase birth rates by 0.0% (4.05%)
  16. Farms 589 5.5% Produce 42,151 bushels per day
  17. Mills 4,153 39.1% Lower building costs by 97.35% (0.85%)
  18. Reduce exploration costs by 73.01% (0.64%)
  19. Banks 2,715 25.5% Produce 138,784 gold coins per day
  20. 31.25% higher income (0.0%)
  21. Training Grounds 0 0.0% 0.0% higher offensive efficiency (1.52%)
  22. Armouries 0 0.0% 0.0% lower military training costs (1.52%)
  23. 0.0% lower military wages & draft costs (2.02%)
  24. Military Barracks 0 0.0% 0.0% lower attack times (1.52%)
  25. Forts 0 0.0% 0.0% higher defensive efficiency (1.52%)
  26. Guard Stations 0 0.0% 0.0% lower resource losses when attacked (2.02%)
  27. Guilds 1,313 12.4% 26.8 wizards trained per day
  28. Towers 902 8.5% Produce 11,065 runes per day
  29. Thieves' Dens 0 0.0% 0.0% higher thievery effectiveness (3.04%)
  30. 0.0% lower losses in thievery operations (4.05%)
  31. Watch Towers 0 0.0% 0.0% chance of preventing enemy thief missions (2.02%)
  32. 0.0% rate of repelling individual enemy thieves from our borders (3.04%)
  33. Libraries 0 0.0% 0.0% increase in science effects (1.98%)
  34. Schools 0 0.0% 0.0% decrease in science costs (1.52%)
  35. Protect 0.0% of science from enemies (3.54%)
  36. Stables 0 0.0% Hold 0 horses
  37. Produce 0 horses per day
  38. Dungeons 0 0.0% House 0 prisoners
  39. Exploration/Construction Schedules
  40. Building type Schedule (number of days)
  41. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
  42. Barren Land 131 19 20 19 18 19 19 18 20 18 21 19 17 19 17 17 14 12 14 13 14 13 13
  43. Homes
  44. Farms 93
  45. Mills 571
  46. Banks 161 132
  47. Training Grounds
  48. Armouries
  49. Military Barracks
  50. Forts
  51. Guard Stations
  52. Guilds
  53. Towers
  54. Thieves' Dens
  55. Watch Towers
  56. Libraries
  57. Schools
  58. Stables
  59. Dungeons
  60. Behead this advisor
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