![]() ![]() Perhaps I will edit my post later to include further explanation.Īlso, do note that big and small (in terms of space) buildings have their pros and cons. However, this only takes into account the space occupied by the production buildings themselves, and not the houses required to house the population that is required for the production building. Hence, the Blacksmith is more efficient than the fruit farm. Put up a little something something, for everyone and be the store everyone else shops at.Personally, I determine the best production building by 2 factors, the space and population requirements.Įfficiency = 130 divided by 20 divided by 50 = 0.13 supplies per hour per space per popĮfficiency = 32 divided by 4 divided by 12 = 0.67 supplies per space per pop Just keep building your totals, trying to keep the number of all 5 goods in each age about equal. When they do get taken, put up some more. Put up a whole bunch of trades and let them sit for others to take. If you only trade your 2 boosted goods for everything else, your trades are only good to those few players who need those two goods and have two of the other three in abundance. ![]() This will make your trades accessible to the maximum number of players, a little something, something, for everyone. Then when you have enough goods, trade them around at 1:1 until you have 50 of each current age good. ![]() If you have the pop, build 2 of each boosted current age building and one of the previous age. Your first goal should be to produce an excess of the 2 boosted goods from the last 2 ages. Those 10 IA goods traded down to BA, becomes 20 goods, a 24 hour production. 5 EMA goods, which take 4 hours to produce becomes 10 IA goods, and 8 hour production run had they been produced in IA buildings. ![]() Keep in mind that when you trade down at 1 for 2, every good you make doubles in number. Keeping 2 ages of boosted goods buildings is a good idea. ![]()
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