background image

Notes on the following tables

Consumer Goods

Prerequisite

Minimum number of inhabitants of a particular stage of development required to release a building.

Cost (active)

Cost per minute during production

Cost (passive)

Cost per minute during downtime

Raw material consumption

Consumption in tons per ton end product

Production time

Time per ton end product in seconds

Raw materials / minute

Raw material consumption in tons per minute

Raw material costs

Raw material costs in gold per minute

Max output (100%)

Number of tons per minute representing 100% output, as defined by the game

Production / minute

Production in tons per minute

Base cost per unit

Internal game base price in gold per ton 

Fields

Growth

Growth in seconds; the amount of time needed for a harvested field to produce a new crop

Number of fields

Number of theoretically useable fields within the farm's service area

Fields (effective)

Number of fields actually used

Workers

Max transport

Maximum weight a worker can carry, measured in tons

Working time

Time needed to harvest a field, in seconds

Attention

Differences from the values shown in these tables may arise due to observational inaccuracies, variations in fertility and devi

ations in building placement. 

Even in cases of 100 % use these differences may still amount to +/- 10%.

Production Overview

Consumer Goods: Food and Salt

Name

Prerequisite

(Tool)

(Wood)

(Stones)

(Marble)

(Gold)

Cost (active)

Cost 

(passive)

Raw materials / 

resources

Raw material 

consumption

Production 

time

Raw materials 

/ minute

Raw material 

costs

Product

Max output

Production 

(100%)

Cost / 

minute

Base cost 

per unit

Standard ratio

Pioneers

Settlers

Citizens

Merchants

Aristocrats

Hunting Lodge

-

1

3

-

-

140

20

8

Wild game

1,34

6

2,74

-

Food

0,6

2,05

9,76

45

Variable production! Production 

costs food and hides 50% each

205

228

228

228

228

Fisherman

-

2

6

-

-

180

20

12

Fish

4,04

15

3,23

-

Food

0,85

0,8

25

45

80

89

89

89

89

Small Farm

-

2

4

-

-

250

20

8

Field

13,67

70

9,84

-

Food

0,7

0,72

27,78

45

72

80

80

80

80

Cattle Farm

50 settlers

5

8

4

-

300

15

10

Field

5,86

25

13,48

-

Cattle

2

2,3

6,52

15

Butcher's shop

50 settlers

4

5

4

-

350

22

12

Cattle

1,33

20

3,98

25,99

Food

3

3

16

45

Ratio: 2 cattle farms to 1 

butcher's shop

300

333

333

333

333

2 CF + B Shop

14

21

12

-

950

52

32

Grain Farm

200 citizens

2

3

3

-

200

10

5

Grain field

2,19

7

4,2

Grain

1,8

1,92

5,21

12

Mill

200 citizens

4

3

3

300

16

9

Grain

1,17

20

3,52

18,31

Flour

3

3

11,44

24

Ratio: 2 grain farms to 1 mill

Bakery

200 citizens

5

3

5

300

15

10

Flour

0,98

10

5,86

67,01

Food

6

6

13,67

45

Ratio: 2 mills to 1 bakery

600

667

667

667

667

4 GF + 2 M + B 

+ 144 fields

21

21

23

2420

87

48

Salt Mine

125 pioneers

5

15

-

-

700

25

10

10

Rock Salt

6

6

4,17

8

Salt Works

125 pioneers

5

5

-

-

400

30

12

Rock salt

1,02

10

6,09

25,39

Salt

6

6

9,23

30

Ratio: 1 salt mine to 1 salt works

3000

3000

2400

2400

Consumer Goods: Cloth, Leather and Alcohol

Name

Prerequisite

(Tool)

(Wood)

(Stones)

(Marble)

(Gold)

Cost (active)

Cost 

(p

assive

)

Raw materials / 

resource

s

Raw material 

consum

ption

Production 

time

Raw materials 

/ minute

Raw material 

costs

Product

Max output

Production 

(100%

)

Cost / 

minute

Base cost 

per unit

Standard ratio

Pioneers

Settlers

Citizens

Merchants

Aristocrats

Sheep Farm

-

2

4

-

-

220

10

5

Grass

15,29

45

Wool

1,1

1,4

7,14

21

Weaver's Hut 

(Wool)

-

3

4

-

-

300

15

10

Wool

1,85

43

2,58

18,42

Cloth

1,4

1,4

23,95

65

Ratio: 2 sheep farms to 1 

weaver's hut

349

279

279

465

215

2 SF + 1 WH

-

7

12

-

-

740

35

20

Weaving Mill 

(Wool)

Research

4

2

8

-

500

30

10

Wool

1,33

20

3,98

28,46

Cloth

3

3

19,49

65

Ratio: 3 sheep farms to 1 

weaving mill

750

600

600

1000

462

3 SF + 1 WM

10

14

8

1160

60

25

Cotton 

Plantation

120 citizens

5

2

4

-

380

20

10

Cotton

5,86

30

Cotton

2

2,1

9,52

21

Weaver's Hut 

(Cotton)

3

4

-

-

300

15

10

Cotton

1,85

43

2,58

24,55

Cloth

1,4

1,4

28,35

65

Ratio: 5 cotton plantations to 4 

weaver's huts (unprofitable)

349

279

279

465

215

Weaving Mill 

(Cotton)

Research

4

2

8

-

500

30

10

Cotton

1,33

20

3,98

37,94

Cloth

3

3

22,65

65

Ratio: 2 cotton plantations to 1 

weaving mill

750

600

600

1000

462

2 CP + 1 WM + 

104 fields

14

6

16

-

1780

70

30

Hunting Lodge

-

1

3

-

-

140

20

8

Wild game

1,34

10

2,74

-

Hides

0,6

2,05

9,76

41

Variable production! Production 

costs food and hides 50% each

Tannery

2

5

-

-

300

9

5

Hides

1,69

36

2,81

27,44

Leather

1,5

1,67

21,86

70

417

556

-

-

-

Small Farm

-

2

4

-

-

250

20

8

Potatos

10

20

-

-

Alcohol

0,56

0,55

36,36

50

At 100% potatos

138

110

110

138

-

Hop Farm

360 settlers

5

3

4

-

250

18

10

Hops

4,45

30

Hops

2

2,1

8,57

19

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Brewery

360 settlers

Alcohol

2

2

26,07

50

Ratio: 2 hop farms to 1 brewery

500

400

400

500

-

2 HF + 1 B + 

104 fields

13

10

12

-

1320

56

30

Sugarcane 

Plantation

200 citizens

4

4

4

-

310

18

12

Sugarcane

4,8

30

Zucker

2

1,98

9,09

22

Distillery

200 citizens

5

6

1

-

300

20

5

Sugarcane

1,88

30

3,75

34,09

Alcohol

2

2

27,05

50

Ratio: 2 sugarcane plantations 

to 1 distillery

500

400

400

500

-

2 SP + 1 D + 

104 fields

13

14

9

-

1440

56

29

Consumer Goods: Tobacco, Spices, Oil and Silk

Name

Prerequisite

(Tool)

(Wood)

(Stones)

(Marble)

(Gold)

Cost (active)

Cost 

(p

assive

)

Raw materials / 

resource

s

Raw material 

consum

ption

Production 

time

Raw materials 

/ minute

Raw material 

costs

Product

Max output

Production 

(100%

)

Cost / 

minute

Base cost 

per unit

Standard ratio

Pioneers

Settlers

Citizens

Merchants

Aristocrats

Tobacco 

Plantation

80 settlers

4

5

8

-

350

30

15

Tobacco field

4,81

30

Tobacco

2

1,9

15,79

25

Tobacco 

Manufactory

80 settlers

4

2

6

-

300

16

8

Tobacco

1,99

30

3,98

62,91

Tobacco products

2

2

39,46

75

Ratio: 2 tobacco plantations to 1 

tobacco manufactory

-

500

500

500

-

2 TP + 1 TM + 

104 fields

12

12

22

-

1520

76

38

Spice Plantation

80 settlers

4

5

8

-

390

40

20

Spice field

6,09

40

Spices

1,4

1,4

28,57

60

-

350

350

350

-

Whaler

600 citizens

5

5

5

-

500

20

10

Whales

0,94

10

Whale blubber

6

6

3,33

13

Whale Oil 

Manufactory

600 citizens

5

5

5

-

500

20

10

Whale blubber

0,94

20

2,81

9,38

Lamp oil

3

3

9,79

85

Ratio: 1 whaler to 2 whale oil 

manufactories

-

-

1500

1500

-

1 W + 2 WOM

15

15

15

-

1500

60

30

Silk Plantation

400 citizens

5

5

6

-

300

35

17

Silk field

6,86

39

Silk

1,5

1,5

23,33

33

Indigo Plantation

400 citizens

3

2

5

-

400

40

20

Indigo tree

6,4

39

Dyes

1,5

1,66

24,1

36

Dye Works

400 citizens

7

2

8

-

500

40

25

Silk 

1,09

20

3,28

76,56

Silk cloth

3

3

50,15

85

Ratio: 2 silk plantations to 1

-

-

750

500

-

Indigo tree

0,47

20

1,41

33,89

indigo plantation to 1 dye works

2 SP + 1 IP + 1 

DW + 156 fields

20

14

25

1300

150

79

Medicinal Herb 

Plantation

Research

3

5

5

-

200

15

5

Medicinal herb 

field

1,37

5

Medicinal herbs

2

3,05

4,92

30

Consumer Goods: Wine, Clothing and Jewelry

Name

Prerequisite

(Tool)

(Wood)

(Stones)

(Marble)

(Gold)

Cost (active)

Cost 

(p

assive

)

Raw materials / 

resource

s

Raw material 

consum

ption

Production 

time

Raw materials 

/ minute

Raw material 

costs

Product

Max output

Production 

(100%

)

Cost / 

minute

Base cost 

per unit

Standard ratio

Pioneers

Settlers

Citizens

Merchants

Aristocrats

Winery

750 

merchants

5

5

8

-

400

45

20

Vineyard

5,94

39

Wine

1,5

1,6

28,13

70

-

-

-

-

320

Trapper

1100 

merchants

5

6

-

-

100

20

5

0,1

10

Furs

1

3,05

6,56

30

Variable: Approx. 1- 3 t furs

Tailor's Shop

1100

5

5

5

-

500

30

15

Cloth

0,94

20

2,81

63,7

Clothing

3

3

32,77

130

Ratio: 1 trapper to 4 weaving

-

-

-

-

429

(Cotton)

Merchants

Furs

0,23

20

0,7

4,61

mills to 4 tailor's shops

Gold Mine

750 

merchants

15

12

4

-

1500

50

20

30

Gold

2

2

25

50

Gem Mine

750 

merchants

8

4

10

-

1500

80

30

30

Gems

2

2

40

52

Goldsmith

750 

merchants

6

7

11

-

300

40

20

Gold

0,94

30

1,88

46,86

Jewelry

2

2

80,94

190

Ratio: 1 gold mine to 1 gem 

mine

----

66

7

Gems

0,94

30

1,88

75

 to 1 goldsmith

1 GldM + 1 GM 

+ 1 GS

29

23

25

3300

170

70

Building Material and Intermediate Products

Name

Prerequisite

(Tool)

(Wood)

(Stones)

(Marble)

(Gold)

Cost (active)

Cost 

(passive)

Raw materials / 

resources

Raw material 

consumption

Production 

time

Raw materials 

/ minute

Raw material 

costs

Product

Max output

Production 

(100%)

Cost / 

minute

Base cost 

per unit

Standard ratio

Forester's Hut

-

2

-

-

-

150

12

4

Forest

2,25

18

Wood

2,05

2,4

5

8

Charcoal burner

600 citizens

2

2

-

-

100

12

5

Wood

0,78

10

4,69

23,44

Charcoal

6

6

5,91

9

Ratio: 2 forester's huts to 1 charcoal burner

Stonemason

25 settlers

3

3

-

-

250

18

7

Raw stone

0,49

6

Bricks

3

3,3

5,45

12

2 stonemasons per quarry

Marble 

Stonemason

400 citizens

5

4

10

-

300

18

7

Raw marble

1,03

12

Marble

1,8

1,5

12

22

1 marble stonemason per quarry

Ore Mine

80 settlers

5

15

-

-

1200

40

15

Ore

5

5

8

15

Ore Smelter

80 settlers

10

4

10

-

800

40

20

Ore

1,23

15

4,92

39,38

Iron

4

4

23,65

45

Ratio: 1 ore mine to 1 ore smelter to 2 forester's huts

Wood

0,76

15

3,05

15,23

1 OM + 1OS

15

19

10

-

2000

80

35

Large Ore Mine

Research

8

20

10

-

1700

65

30

6,69

Ore

9

8,97

7,24

15

Large Ore 

1100

10

10

20

-

1000

75

32

Ore

1,05

7,5

8,44

61,13

Iron

8

8

20,48

45

Ratio: 1 Large ore mine to 1 large ore smelter to 1 charcoal burne

r

Smelter

Merchants

Charcoal

0,59

7,5

4,69

27,69

1 LOM + 1 LOS

18

30

30

-

2700

140

62

Smith

80 settlers

3

4

8

-

500

25

15

Iron

0,88

28

1,88

44,35

Tools

2

2,14

33,46

60

(Small 

Ironworks)

Wood

0,22

28

0,47

2,34

background image

Smith

80 settlers

3

4

8

-

500

25

15

Iron

0,88

28

1,88

38,39

Tools

2

2,14

30,68

60

(Large 

Ironworks)

Wood

0,22

28

0,47

2,34

Hemp Plantation

25 settlers

2

5

-

200

18

8

Hemp field

3,4

30

Hemp

1

2,08

8,65

32

Ropemaker

25 settlers

3

5

-

400

16

6

Hemp

2,34

50

2,81

24,34

Rope

1,2

1,2

33,62

99

Ratio: 3 hemp plantations to 2 ropemakers (usually only 1:1)

1 HP + 1 R

5

10

-

600

34

14

Weapons

Name

Prerequisite

(Tool)

(Wood)

(Stones)

(Marble)

(Gold)

Cost (active)

Cost 

(passive)

Raw materials / 

resources

Raw material 

consumption

Production 

time

Raw materials 

/ minute

Raw material 

costs

Product

Max output

Production 

(100%)

Cost / 

minute

Base cost 

per unit

Standard ratio

Armorer

80 settlers

5

8

2

-

300

30

15

Leather

0,94

40

1,41

30,75

Armor

1,35

1,5

59,69

65

Iron (lg. 

Ironworks)

0,94

40

1,41

28,8

Small Weapon 

Smithy

Research 

(School)

4

4

2

-

200

40

15

Iron (lg. 

Ironworks)

0,59

30

1,17

24

Swords

1,8

2

32

65

Bow Maker

Research

6

4

4

-

500

30

15

Wood

0,94

30

1,68

8,42

Bows

1,8

2

34,97

60

100% bows

(School)

Rope

0,47

30

0,94

31,51

Bow Maker

Research

6

4

4

-

500

30

15

Wood

0,94

30

1,68

8,42

Crossbows

1,8

2

34,97

80

100% crossbows

(School)

Rope

0,47

30

0,94

31,51

Gunsmith

Research

6

3

8

-

500

30

15

Wood

1,48

20

4,15

20,76

Muskets

2,8

3

36,12

90

100% muskets

(School)

Iron (lg. 

Ironworks)

0,94

20

2,81

57,59

Gunsmith

Research

6

3

8

-

500

30

15

Wood

1,48

20

4,15

20,76

Ship cannon

2,8

3

36,12

110

100% ship cannon

(School)

Iron (lg. 

Ironworks)

0,94

20

2,81

50,59

Weapon Smithy

Research

5

5

3

-

300

35

17

Wood

0,94

40

1,26

6,28

Axes

1,34

1,5

46,72

63

100% axes

(School)

Iron (lg. 

Ironworks)

0,94

40

1,41

28,8

Weapon Smithy

Research

5

5

3

-

300

35

17

Wood

0,94

40

1,26

6,32

Lances

1,35

1,5

46,74

60

100% lances

(School)

Iron (lg. 

Ironworks)

0,94

40

1,41

28,8

Agricultural Field Use, Growth Rates and Inhabitants

Name

Type of field

Growth

No. of 

fields

Fields 

(effective)

Figure

No. of 

figures

Max. 

Transport

Working 

time

Hunting Lodge

Hunter

1

1

4

Fisherman

Fisherman

1

3

11

Small Farm

Meadow

204

34

33,5

Sm. 

animals

33

11

Cattle Farm

Meadow

204

52

45,8

Cattle

3

2

7

Grain Farm

Grain

310

36

21,7

Reaper

1

3

9

Sheep Farm

Meadow

204

88

72,8

Sheep

5

3

9

Cotton 

Plantation

Cotton

270

52

52

Cotton 

picker

23

6

Hunting Lodge

Hunter

1

1

4

Small Farm

Potato

272

34

24,9

Farmer

1

3

7

Hop Farm

Hops

310

52

48,3

Hops picker

2

3

9

Sugarcane 

Plantation

Sugarcane

330

52

52,3

Sugarcane 

farmer

21

6

Tobacco 

Plantation

Tobacco field

330

52

50,2

Tobacco 

picker

23

11

Spice Plantation

Spice field

330

49

46,9

Bedouin / 

Chili picker

23

8

Whaler

Whaler

1

20

0,5

Silk Plantation

Silk field

300

52

51,4

Silk farmer

2

3

6

Indigo Plantation

Indigo tree

300

52

52

Indigo 

farmer

23

7

Medicinal Herb 

Plantation

Medicinal 

herbs

300

34

20,85

Herbwoman

1

3

8

Winery

Vineyard

330

49

49

Vintner

2

3

7

Trapper

Hunter

1

1

4

Forester's Hut

Forest

480

84

43,2

Forester

2

1

13

Stonemason

Quarry

20

1

1

Stonemaso

n

11

10

Marble 

Stonemason

Marble quarry

20

1

1

Stonemaso

n

11

10

Hemp Plantation

Hemp field

330

52

38,9

Hemp 

farmer

23

11