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
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
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