Tuesday, July 2, 2013

NATURAL RESOURCES

NATURAL RESOURCES

There are four types of natural resources which can be harvested:
SymbolResourceNatural resourceNatural resource effect
WoodWoodWoodEach Woodcutter’s Hut gains 50% production efficiency from the first adjacent wood node, then 40% for each after that. The Woodcutter’s Hut production efficiency can then be further increased up to 75% by an adjacent Sawmill, and up to 30% by each adjacent Cottage.
StoneStoneStoneEach Quarry gains 50% for the first adjacent stone node, then 40% for each after that. The Quarry’s production efficiency can then be increased up to 75% by an adjacent Stonemason, and up to 30% by each adjacent Cottage.
IronIronIronEach Iron Mine gains 50% for the first adjacent iron node, then 40% for each after that. The Iron Mine’s production efficiency can then be increased up to 75% by an adjacent Foundry, and up to 30% by each adjacent Cottage.
FoodFoodGrainfieldEach Farm gains 50% for the first adjacent free land space, then 40% for each after that. The Farm’s production efficiency can then be increased up to 75% by an adjacent Mill, and up to 30% by each adjacent Cottage.
FoodFoodLakeIncreases the food production efficiency of adjacent Farms by +50% (can only have bonus from 2 max)
Gold is also a resource, though it is generated through taxation rather than harvesting, thus none of the natural features of land are involved.

HARVESTING RESOURCES

For harvesting wood you need to build a “Woodcutter’s Hut”, for stone you need a “Quarry”, for iron an “Iron Mine”, and for food a “Farm”. If you want to benefit from natural resources build a harvesting (production) building in a space adjacent to the natural resource (either horizontally, vertically or diagonally).
You don’t have to worry about resources becoming depleted, so harvest them as much as possible. In addition, the same resource can be harvested equally by multiple production buildings. You could, for instance, build eight quarries around a single instance of stone, and all would have the same production efficiency.
The efficiency of harvesting buildings is calculated via three factors:
  • The number of resources adjacent to the building
  • The level of the building (upgrading makes a large difference but is increasingly more expensive)
  • The number and type of support structures adjacent to the buildings (processing buildings or cottages).
Cottages will help any production buildings to which they are adjacent. In addition, there are “processing” buildings for each resource type, which when placed adjacent to the harvesting buildings increase their production efficiency. Quarries, for example, benefit from a connected Stonemason, iron mines benefit from a foundry, etc. It is important to note that the bonus from processing buildings is applied after the other bonuses from the resource nodes or the cottages. This means that if your processing building confers a 30% bonus, that percentage will be applied to the harvester’s output after it has been increased by the bonuses from natural resources and cottages. This results in additional gain.(before the update.)

MATHEMATICAL FORMULA

The exact formula for a given production building output, including support structure bonuses, is as follows:
((Base Production Rate * (Σ resource field bonuses)*Manpower Bonuses)*Processing Bonus.
Thus for example, the rate for a production building connected to 3 resource nodes, with a cottage and processing building is as follows:
Base production rate * (the sum of the resource field bonuses – 50%, 40%, 40%, AND 100% for the base rate of the production building itself – in this case the sum is 230%, or 2.3 in mathematical formula)* cottage/manpower bonus (again, noting the bonus is 1 + the percentage, so 1.03 for lvl 1, l.06 for lvl 2, 1.09 for lvl 3, etc) * processing building bonus (again, noting the bonus is 1 + the percentage)
Using this formula you can calculate what the maximum yield of a cluster of nodes, noting that sometimes more production buildings touching less nodes yields far greater output than 1 production unit touch all.
The layout of natural resources is randomly set when the city is created. The number and variety of resources found within a city is determined by the terrain in the area around the city on the region map. The terrain directly North, South, East or West of the city location provides 2x the resource nodes compared to the terrain located diagonally from the city. Mountains give more iron nodes, Hills more stone, Woods more woods and open space more lakes. Resources can be destroyed, but not moved or created. New (post ascension) resource buildings increase the percentage to 50% for first node and 40% for every other node therefore the nodes are to be used when looking for optimal layout. A level 10 processing building gives a 75% increase, so you want to destroy some nodes only after the processing buildings are available.

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